Cool! How are you getting all that lovely procedural shader mixing in the viewport? Or is it overlayed meshes with displacement?
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Thank you! They are only overlayed meshes, without displacement actually. Only the rocks underneath are dependent on the beams layout. Each layer has its own height range, and every piece of geo is generated with automatic UVs.
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Medieval tools are too cool. Lots of wood, rope, stone, wrought iron. Love the wall tool. Any chance of you dissecting one of your tools in a generic manner to explain the workflow? I've learned so much from your Procedural Modules videos.
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