Dang, this is getting so good! Still got a ways to go, with the weird edges, but at this point, that feels like 'iteration details' rather than an algorithmic or otherwise complex problem.
It's really going to speed up my pipeline to not have to pipe all of my meshes into a procgen library with a million little mesh modifiers hooked up to drivers. Instead, I can just pop all of my meshes into a folder, train the network on them, and then start asking it for other stuff in that style, knowing that I won't have to re-topo or otherwise screw with the stuff it makes, unless I'm looking for more creative influence.
Of course, until it's all the way to that point, I'm still better served by the procgen; but I'm very excited by how quickly this is coming together! Hopefully by next year's Unreal showcase, they'll be talking about their new "Asset Generator" feature.
Oh man, sorry, I wish! I've been using cobbled together bits of python plugins that handle Blender's geometry nodes, and the geometry scripts tools in Unreal. I haven't even ported over to their new proc-gen tools, which I suspect can be pretty useful.
It's really going to speed up my pipeline to not have to pipe all of my meshes into a procgen library with a million little mesh modifiers hooked up to drivers. Instead, I can just pop all of my meshes into a folder, train the network on them, and then start asking it for other stuff in that style, knowing that I won't have to re-topo or otherwise screw with the stuff it makes, unless I'm looking for more creative influence.
Of course, until it's all the way to that point, I'm still better served by the procgen; but I'm very excited by how quickly this is coming together! Hopefully by next year's Unreal showcase, they'll be talking about their new "Asset Generator" feature.