Taylor<p>I've been doing a bit of <a href="https://shark.axfive.net/tags/DiamondPainting" rel="nofollow noopener" target="_blank">#DiamondPainting</a> lately. It's relaxing and fun. A few weeks ago, I played with using <a href="https://shark.axfive.net/tags/Blender" rel="nofollow noopener" target="_blank">#Blender</a> <a href="https://shark.axfive.net/tags/GeometryNodes" rel="nofollow noopener" target="_blank">#GeometryNodes</a><span> to generate diamond art from an image texture, but it really struggled to handle a large handful of these things (1000x1000 is a million diamonds, for tens of millions of triangles).<br><br>I realized today that I could use some UV manipulation and some generated textures to do it all using normal maps and displacement maps, and it would be the same resource demand regardless of the dimensions. So I set up a generating scene to make the maps for the drills (the little plastic beads) and got mapping the UVs.<br><br>Spent more time on this than I expected; probably about 3 hours. It was a fun exercise. I've included the blend files, and all textures except for the HDRI and table wood textures (which are both from </span><a href="https://polyhaven.com/" rel="nofollow noopener" target="_blank">Poly Haven</a><span>).<br><br>Aside: I'm not really happy about the waste associated with diamond painting, and I probably won't do any more of it. There's just so many small plastics, with all the little bags, drills, and the pens. I don't feel like I can justify it. I might play with digital pixel art a bit to scratch the same itch. Maybe I'll finally start playing with </span><a href="https://shark.axfive.net/tags/Tic80" rel="nofollow noopener" target="_blank">#Tic80</a><span>.<br><br></span><a href="https://shark.axfive.net/tags/3DArt" rel="nofollow noopener" target="_blank">#3DArt</a></p>