Patreon Fund August 2025

8 August 2025
  • Recently, with the help of a community member, fixed an issue with directories on Linux when it came to importing content, today going to replicate that fix on BY-GEN V10.

  • Working with Charan again on distribution logic under surface effects. Ben is also helping, a group chat on reactive distribution logic with instancing.

  • + 1 hour

  • + 2 hour 8 minute

  • + 32 minute

9 August 2025
  • Trying to interpret all of the new nodes after Charan and Ben's work yesterday. Testing to see whether it's easy to go back to simpler effects despite all of the new complexity.

  • + 43 minutes

  • Starting to get animation for deformation on the point distribution logic.

  • Testing curve generation for animations, attractors / deflectors, etc.

  • + 25 minutes

  • Working on the next version of the community material pack while Charan is away.

  • +10 minutes

- Changed Alien Ruin Blueish to be outside of a node group, and renamed it to 'Alien Concrete 2', unmarked the red version as asset as redundant.

- Renamed Alien Ruin Blackish to Alien Concrete 1, and exposed the nodes outside of unnecessary groups.

- Added Fake Prismatic Glass material.

- Added denoising and glare to the compositor for preview renders.

- Removed HDRI from the world nodes, and removed unnecessary nodes.

- Replaced Material Blob with my new material sphere from recent work on the Afterglow lighting asset library product.

- Lighting updated, darker light catcher.

- Unmarked Matcap material as asset due to not working in every case.

- Removed Basic Subsurface Balanced Color material as it was redundant.

- Removed distortion from the brushed material effect.

- Added mapping node next to the vector input for the brushed material to make it easy to control the rotation of the brushed effect.

- Increased the default scale of the Carbon Fiber material.

- Removed subtle color from the Battered material.

- Removed default noise input from the CRT material to keep it clean.

- Reduced the AO level of the Rainbow Metal material.

- Added Volume material as a simple shortcut to the principled volume shader.

- Added Fresnel material as a shortcut to the layer weight fresnel effect.

- Added Nebula material from the old nebulaic Blender experiments. Rendered a custom icon for this.

- Added Product Matte Plastic material.

- Added Product Glossy Plastic material.

- Updated Rubber Curtain material.

+ 59 minutes

  • I think V4 of the community material pack is ready, so we can make a backup of this and list it at the current time.

>>> COMMUNITY MATERIAL PACK V4 PRE-RELEASE.

  • Published to patreon, added to website member's lounge.

  • Patreon web page has been updated with even more information including a short roadmap of upcoming releases (in this case, the community material pack).

  • + 26 minutes x

12 August 2025
  • We've managed to create an alien monstrosity with tentacles flailing everywhere with the logic nodes, continuing with experiments. Extended sessions in Discord running tests while thinking of how to modularize inputs for node groups.

  • + 2 hour 2 minute x

  • + 2 minute. X

18 August 2025
  • Regrouping with Charan, deciding which direction to take. Talked about how for the mesh effects pillar, the deformation logic library we are working on is currently blended with both deformation and surface effect distribution nodes, which is a bit messy, so we need to focus on trimming down the deformation.

  • Effectively decided that surface deformation was done.

  • Created an (S) Mesh Deconstruction library as a placeholder.

  • Working on (S) Volume Distribution, thinking of effects that can be done and doing research.

  • Created (S) Surface Growth, playing with a snow effect, but opening the door to more varied effects with these additional logic libraries.

  • + 1 hour 53 min .

  • Later in the day, again in call with Charan, working on reaction diffusion simulations. This may end up in a surface growth library (or a mesh deformation library).

  • Hili (a patron) has joined the call and is taking part in some discussions.

  • Ben (Cartesian Caramel) has also joined the conversation. We discuss approaches.

  • + 1 hour 5 min

  • + 22 min

  • (Final: 3 hour 20 min)

20 August 2025
  • Charan is showing me Blender 5 bundles and closures, we're wondering whether to target that version instead since it simplified user interaction so much.

  • + 31 minutes.

  • Back in call with Charan, continuing dive into bundle system for Blender 4.5. Speculative testing.

  • Ben also here talking, deciding not to focus on bundles and closures for the actual release, but it's a good exercise to learn the logic of the system.

  • + 42 mins

(Final: 1 hour 13 min )

21 August 2025
  • Back in call with Charan.

  • Decided that (S) Distribution is done, tidied things up. Trying to encourage Charan to do less random experimentation (or at least control it to subvert endless perfectionism).

  • (S) Mesh Deformation is now done. Again, all of these things can be expanded upon in the future, but I am pushing to get a few logic libraries to a usable minimum.

  • Looking at volume distribution, not quite ready for finalizing yet, but we're getting closer.

  • + 2h 2m

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