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The shape is just 3 loops of faces extruded out from the hat, the rest is all done with nodes:
I will post more once I've made more... I really want to put a lot of effort into this, since I don't usually have time to spend a whole week on a project
This is just the beginning :)
As you can probably tell I know jack shit about colour theory or any of that artistic bs :P
I do like these little bits though. No textures or anything, just bare mesh and a shader.
It's using dynamic paint so it's a little janky for slower motion. But it's convincing enough if the emitter is moving fast.
Step 3: Shading, using the visible earth textures. Texture mapping is all done using the pre-deform position, passed through from the geo nodes as an attribute as well.
the quality is probably gonna get totally crushed isn't it...
The explosions are instanced - they have no animated attributes. I cheated in a way to get the Scale of the instance (by comparing the instance location and the world space position against the object coords) and used that to animate the explosion effect
@Bbbn192 I had a way of doing it before, but it needed an extra script to run to store the chunk positions as attributes after the cell fracture. This should make that way easier lol