I built an ICE compound generating a rock.
The algorithm is the same as the one that I posted before.
Please don't say to me that there are already compounds with similar.
I had decided to built this compound when I started my blog.
Compound Name: "sto Generate Rock"
- Subdivisions: The number of segments.
- Rock Scale: Scale of the Rock.
- Cubelike(0-1): Shaped like a cube.
- Enable Cell Noise: Add the effect of cell noise.
- Displacement: How far points are moved.
- Number of Kernel Points: Sets the number of kernel points.
- Cell Noise Seed: The random seed of the cell noise.
- Variance: Specifies the range in which kernel points will be moved.
- Smooth: How many times the smoothing algorithm is repeated iteratively.
- Enable Crack Noise: Add the effect of crack noise.
- Crack Depth: Depth of cracks.
- Crack Scale: Scale of cracks.
- Crack Noise Seed: The random seed of the crack noise.
- Enable Rock Face Noise: Add the effect of rock face noise.
- Amplitude: How far points are moved.
- Scale: The granularity of the noise pattern.
- Medium Noise Seed: The random seed of the rock face noise (medium).
- Detail Noise Seed: The random seed of the rock face noise (detail).
Get an empty mesh(From the Get > Primitive > Polygon Mesh > empty).
Create an Ice tree in the empty mesh.
Add an "sto Generate Rock" compound and connect to the Ice tree.