[MOD 0.18] Crux Chests
Posted: Sun Jan 26, 2020 7:46 am
Type: Mod
Name: Crux Chests
Description: Chests 1x1 to 9x9, including logistics versions.
Factorio Version: 0.18.0
Tags: Storage
License: MIT
https://mods.factorio.com/mod/cruxchests
Got carried away with automating a sprite rendering pipeline, and suddenly this mod happened!
I'm not much good with Blender, much prefer programming and math. These models are defined programmatically using constructive solid geometry via signed distance fields, and rendered with a home-grown path tracer using a slightly-hacked top-down orthographic camera to get close to Factorio's oblique projection. Lots of square chests made a good test case for checking collision and selection boxes!
The vaguely metallic-powder-coated finish is not a deliberate texture, but an artifact of halting the path tracer before it could remove all the sampling noise. Might fix it, but looks a bit pretty with Factorio's cloud patterns drifting overhead
My other mods below also use CSG ray-traced sprites, but not with this new pipeline (they used POV-Ray, which works but can be a bit arcane):
https://mods.factorio.com/mod/bulkteleport
https://mods.factorio.com/mod/laserlines
https://mods.factorio.com/mod/smr
Next challenge is to make decorative pipes and wiring functions, to make sprites look more complex without putting in much actual artistic effort
Name: Crux Chests
Description: Chests 1x1 to 9x9, including logistics versions.
Factorio Version: 0.18.0
Tags: Storage
License: MIT
https://mods.factorio.com/mod/cruxchests
Got carried away with automating a sprite rendering pipeline, and suddenly this mod happened!
I'm not much good with Blender, much prefer programming and math. These models are defined programmatically using constructive solid geometry via signed distance fields, and rendered with a home-grown path tracer using a slightly-hacked top-down orthographic camera to get close to Factorio's oblique projection. Lots of square chests made a good test case for checking collision and selection boxes!
The vaguely metallic-powder-coated finish is not a deliberate texture, but an artifact of halting the path tracer before it could remove all the sampling noise. Might fix it, but looks a bit pretty with Factorio's cloud patterns drifting overhead
My other mods below also use CSG ray-traced sprites, but not with this new pipeline (they used POV-Ray, which works but can be a bit arcane):
https://mods.factorio.com/mod/bulkteleport
https://mods.factorio.com/mod/laserlines
https://mods.factorio.com/mod/smr
Next challenge is to make decorative pipes and wiring functions, to make sprites look more complex without putting in much actual artistic effort