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Displacement and Geometry Generator and Addon
FOR BLENDER 3.0+
USER MANUAL
for using
SIMPLE SCIFI and SCIFI FLEX addon
Portions ©2021-2022 Altuit, Inc, Andrew Markert and Anthony Araques All Rights reserved
Parts of this program created by Erindale (thank you for permission to use!)
Table of Contents:
What is the difference between SIMPLE SCIFI and SCIFI FLEX?
Using Displacement maps in Blender
Blender crashes when I try to add an INSERT
How to convert your instanced geometry to editable meshes
How to use materials for creating DPACK or KPACK hero elements
Please NOTE: SIMPLE SCIFI and SCIFI FLEX only works with Blender 3.0 and later.
Please see the readme.txt file where you downloaded your SIMPLE SCIFI PRO + FLEX in order to download KPACKS and other files.
The existing SIMPLE SCIFI PRO product now has an addon called SCIFI FLEX. It is not included in the SIMPLE SCIFI FREE product.
SIMPLE SCIFI (both PRO and FREE versions) is a simple .blend file and requires no additional resources whatsoever. It is used to create 32-bit grayscale displacement maps, and color texture maps. It uses Blender geometry to populate Geometry Node generators. In some cases, the geometry can also be used to create complex scenes with real geometry which can then be imported into newly generated scenes. Everything is created on a square plane.
The difference between SIMPLE SCIFI PRO and SIMPLE SCIFI FREE is that PRO has many more generator collections to work with which create more different populations.
SCIFI FLEX is an addon that uses the same (somewhat modified) generators which are then used on a selection of faces on an existing Blender object. It duplicates those faces, creating a new object and then populates those faces using the generator. SCIFI FLEX does not create displacement maps. FLEX should not be used inside the SIMPLE SCIFI .blend file.
Both objects use the Geometry Nodes generator interface to continually refine and create a final propagation of thousands of instances of objects, which can also be converted to meshes as well. A single sophisticated Blender shader allows control over the materials used in the instances.
So, to be clear. SIMPLE SCIFI and SCIFI FLEX are two distinct products with different workflows. Here’s a diagram which should help you understand which you want to use.
Which version of SCIFI do I use?
So, if you’re just starting out, and you have purchased the PRO version, then we suggest you start out with the SCIFI FLEX unless you want to create displacement or color maps. In that case, start out with SIMPLE SCIFI. While both are easy, FLEX has a more direct workflow.
Update: New PRO version with new DPACKS:
Video instructions below:
Using SIMPLE SCIFI
Please see the readme.txt file where you downloaded your SIMPLE SCIFI PRO + FLEX.
It's important to understand that SIMPLE SCIFI is only a.blend file and as such there is no installation required. All you will need to do is either open the SIMPLE SCIFI FREE or CW FREE PRO .blend file and you will be good to go.
All of the necessary components for creating your displacement map and geometry are there in that single file.
For Pro users, new DPACKS are already added in to your .blend file. DPACKS are objects that are used to create your displacement maps.
To install SIMPLE SCIFI:
Displacement maps, sometimes called height maps, are two dimensional grayscale images. They can be applied to flat plane geometry and will then displace the vertices of the geometry upwards and downwards based on the pixel color of the map directly above the vertices. Typically, lighter values moves the vertex up and darker values move vertices down.
For instance, this image shown below
creates this 3D model when used as a displacement map.
SIMPLE SCIFI is a systemized approach for creating full 32-bit displacement maps and instanced geometry you can use to create a variety of models, from distant cities, to spaceship details, to sci-fi objects and more. There are two versions, Free and Pro. The free version has a base set of DPACKS (map generator files) along with three different displacement generators that can create thousands of mutations of generated displacement images.
The Pro version comes with multiple DPACKS which are sets of especially created generation objects and allows for more varied and specific types of displacement and geometry generation.
A key component of both the FREE and the PRO versions is the fact that whatever is generated is wholly owned by the person who generated it and they can do whatever they like with it. This means they can resell it, use it in a commercial project, or use it for any other purpose they see fit. The license for all generated images is CC0. This license policy is in stark contrast to existing displacement generators.
Another important component of SIMPLE SCIFI is the native file format for the displacement maps is EXR which is a 32-bit format. And, it compresses very nicely so it can be stored on your file system as if it were a same resolution sized PNG file. Keep in mind, when used inside of a program like blender, the full 32-bit uncompressed image will be used and so you need to be careful when using too many of them.
One of the key features of SIMPLE SCIFI is its ability to generate instanced geometry. This allows for higher quality modeling with much fewer resources required. This technique is amazing to work with and you do not need a super powerful computer to use it. In fact, combined with our shader material, you can create your own sci-fi scenes in a matter of minutes.
Currently included in SIMPLE SCIFI are 3 different Generators:
All generators can create full 32-bit 8K resolution displacement maps. Only the Geo Gen generator creates reusable geometry.
A DPACK is a collection of objects. Different DPACKS work with different generators.
There are currently three different displacement generators in SIMPLE SCIFI. They are SHAPES GEN, DOTS GEN and GEO GEN. All of these generators are stored in their own collection of the same name. All you need to do to use one of them is to turn on that collection. Make sure you don't have more than one collection turned on at the same time as it may tax your computer significantly.
Different DPACKS typically work only with one of the generators. You should be able to discern which generator they work with based on the name of the DPACK.
SIMPLE SCIFI is targeted at customers who want to create their own displacement maps and instanced geometry meshes for use in 3D programs.
SIMPLE SCIFI consists of a basic simplescifi.blend file. You use this file to create the different types of maps and geometry that you want to use in another file. In the case of displacement, you export EXR 32-bit image files. In the case of bump and diffuse maps, you export PNG or jpeg files. In the case of geometry, you save your current working SIMPLE SCIFI file with a new name and then you will append a specified collection into your new file.
Here is a very quick overview of the workflow.
Once you have created and exported your 32-bit EXR map, create a new file and add a plane and scale it to the correct resolution for what it is you're wanting to render. Accurate resolution is important as both EEVEE and Cycles understands the concept of real scale in its rendering calculations.
Next, you will add the displacement map to the specified modifiers and then adjust the height for your displacement. Next you'll add our specific SIMPLE SCIFI material and add the side PNG and the dots PNG for creating side level detail as well as lights for your final object. You can adjust the material sliders to achieve the effect you like.
You can also take the geometry that you created using the SIMPLE SCIFI displace geometry collection and import it into a new file. This is done using the append function. Once the geometry is appended, it will stay in a simple and easy to use geometry node setup. If you want to convert it to discrete meshes, see the appendix.
Next, you'll want to realize the instances of the geometry and apply the SIMPLE SCIFI geometry material to the geometry node object. Adjust the material settings and you're ready to render!
SIMPLE SCIFI generates both displacement maps, bump maps, and diffuse color maps.
SIMPLE SCIFI also can generate full 3d geometry as well.
So then there's the question, why generate a displacement map when you can already create the geometry? Good question. There are a couple of reasons for this.
First, open the SIMPLE SCIFI Free or Pro .blend file.
Next you use one of the generators, either Shapes gen, Geo Gen, or Dots gen, to propagate a design. You can use the controls found in the modifiers panel of those respective generator objects to create different density and scale proportions. You can then use the seed slider to generate random propagations until you find one you like.
If you are using either the Shapes gen or the Dots gen generator, you can choose to either render a grayscale displacement map or render a color diffuse map. Press the f12 key to render. The renter should only take a few seconds. Default render resolutions are 4k. They can be adjusted in the render settings of Blender.
If you are rendering a grayscale displacement map, then you will want to export your file as a 32-bit exr with lossless zip compression. And, that is the default setting for the SIMPLE SCIFI .blend file.
However, if you are rendering a color diffuse map or using a grayscale map as an emission map then you'll want to be sure and save as an 8-bit PNG file.
NOTE: While both the compressed EXR and the PNG are about equal in size on your hard disk, the 32-bit file will expand much larger when you load it into your GPU. And, of course this added bit depth is necessary if you're using it as a displacement map. But, you don't want to use a 32-bit file as a diffuse, bump, or emissive map as it will take up 16 times the memory of the 8-Bit file.
If you are using the Geo gen generator, then you will be creating real geometry with your propagations. To export this geometry you'll want to save this file with a new name and then open up a brand new file and append the geogen collection from the saved file. See the video for instructions on how to append.
Once appended, you will see three separate collections. One is the geogen collection which is the one that you propagated previously. The other two are the DPACKS that are used to generate that propagation. Go ahead and hide the DPACKS.
Next, you'll want to assign the material named cw-geo-material to the Geo gen object. You can then modify that material using the custom group nodes as shown in the video. Set up your lighting and render your scene.
If you would rather use displacement maps to create geometry then here's a good video describing the process of applying a displacement modifier in blender to show the results of your displacement map. This technique works well in both EEVEE and Cycles.
You'll want to start the video at 4:10
You can also create displacement using displaced materials. Doing it this way allows you to use adaptive subdivision for your displacement planes. This means that you will have a higher number of vertices with objects closer to the camera and a lower number farther away. This technique only works in Cycles. You can learn more about how to do this here: http://cw1.me/displacement
We will have a video on how to do this shortly.
You can create your own DPACKS and use them with either the free or the pro version.
There is a different recipe for each type of generator. Below our notes that explain the details of specified DPACK types.
Currently included in SIMPLE SCIFI are 5 different Generators:
All generators can create full 32-bit 8K resolution displacement maps. Only the Geo Gen generator creates reusable geometry.
This generator uses both proportional and non-proportional 2d and 3d shapes from a given DPACK. Proportional objects are scaled equally in the X and Y direction. And non-proportional objects can be scaled differently in both the X and Y direction
Each 2D object in the DPACK is given the material cw-shapes-2D, while 3D objects are assigned the material cw-shapes-3D. When rendered, these materials are then used for the displacement. For diffuse color override, the material used is cw-shapes-color.
This generator creates randomized dots used for creating lighting and emissive details. It uses both proportional and non-proportional 2d shapes from a given DPACK. Proportional objects are scaled equally in the X and Y direction. And non-proportional objects can be scaled differently in both the X and Y direction
Each 2D object in the DPACK is given the material cw-dots-2D.
For diffuse color override, the material used is cw-dots-color.
This generator uses Specific 3D geometry and is never non-proportionally scaled. Each object can have multiple colors assigned to it by using Vertex color mapping. When the color layer is rendered for this generator, it will use the vertex colors to generate the different overall colors for the diffuse map
.
When this generator is run in displacement mode it will automatically apply the material:
cw-gen-z-depth.
For diffuse color override, the material used is cw-gen-color.
If you're using the side or dots maps, then be sure and go into Pshop and divide them in to quarters, then save just one-quarter and use it as your maps. No need for full resolution 8K or even 4K maps, but you don't want to scale them down, just cut (crop) them down to 1/4 their original size.
SCIFI FLEX Addon
Please see the readme.txt file where you downloaded your SIMPLE SCIFI PRO + FLEX.
Because SCIFI FLEX is an addon, you install it like you would any other addon. Just import it as a zip file into your preferences.
The SCIFI FLEX addon allows you to choose a DPACK set, and a Generator, and then places the DPACK objects on the selected faces.
DPACKS are .blend files, saved in the appropriately named addon folder. Each DPACK has named collection(s) and in each collection are multiple objects. These objects are used when propagating faces using the chosen geometry nodes modifier.
SCIFI FLEX is super easy to use. You just choose a DPACK, choose a Generator, and then select the faces you want to apply the DPACK propagation to. Then just press the Apply Generator button.
When you apply a generator, SCIFI FLEX first checks to see if your chosen DPACK exists in the scene and if not, automatically imports it.
The Apply Generator to Faces button only works when in Edit mode and Faces are selected.
It is possible to work with several different DPACKS and Generators in one scene.
Below is the simple interface for SCIFI FLEX. You can access it from the N panel.
User Interface |
|
This generator is used to place all DPACK object instances on a grid specified by the SubD level control. In effect, it subdivides the faces and places an instance at each vertex.
(Note: you need at least 2 SubD levels for this to work)
This generator is used to place DPACK object instances on the edge boundaries of the selected faces.
This is the typical generator used in Flex. It has the same controls as SSF and is use to populate randomly different DPACKS.
You can always add your own objects into any DPACK collection folder (or remove ones you may not want). Then you can adjust your Geometry Nodes modifier and you will instantly see your changes displaced on the propagation.
If you’re interested in creating your own DPACKS for use in SIMPLE SCIFI or SCIFI FLEX:
The basic way to do this is first make sure your Material Preview is set to 0 and Render Mat Pass is set to 1 as in the image below:
Geo Node modifier setting (also works with cw_geo_gen Geometry Nodes modifier)
Next, with the object selected, go into local mode and then Make Instances Real as shown below:
Must be in Object mode with the object selected
Then, you’ll have a ton of existing objects selected. Don’t deselect, as the easiest way to consolidate is to control click on the topmost selected object in the outline view to make it active and then Make Single User, Object and Data.
This allows you to be able to change the scale of all objects at once
Next, Apply the Scale and Rotation to all the selected objects
You can also press Ctrl + A
Then Join all the objects into one.
You can also press Ctrl + J
If you see smoothing errors, then be sure to turn on Auto Smooth and (if necessary) Clear Custom Normals as shown:
Fix smoothing artifacts and errors
Next, you’ll want to hide (or delete) the original object as the instances are in addition to it.
Be sure to add back the cw-gen-material material to the objects.
Exit local mode and you’re good to go!
If you sell or share dpacks, give customers your zipped DPACKNAME folder and they can uncompress it in their master folder.
If you’re having issues, please first try http://cw1.me/troubleshoot. If you still have problems, help us help you by following carefully http://cw1.me/bugreport . You can always ask questions at http://cw1.me/discord