Spock: Structured Scifi Packer
How is SPOCK different from SCIFI Flex 2?
Flex 2 generates surface relief from height/displacement maps you can create inside of Flex; SPOCK packs real, layered individual parts from DPACK collections onto faces using packing algorithms.
Flex can also create instanced greebles using the same Geometry Nodes that it uses to create displacement maps. There is little control over layering. So, for instance, with SPOCK, you can create:
- a layer of PCBs
- a layer of wires on top of the PCBs
- a layer of panels on top of those
- a layer of switches, buttons, and activators on top of that
With Flex2, you can create super high-resolution and high-bit-depth displacement maps with corresponding diffuse and emissive channels, and you can then apply these quickly to complex scenes to generate tremendous detail incredibly fast, even faster than SPOCK.
Flex 2 detail lives in the surface; SPOCK detail is actual instanced geometry you can rearrange part-by-part. They stack beautifully — many artists pack hero detail with SPOCK over Flex-displaced surfaces. Then they typically use the Flex displaced surfaces for background objects.
Do I need KIT OPS?
No. Only the optional materials KPACKs use KIT OPS Free or Pro. You can use Spock without these, they are only there for your convenience.
Can I use my own parts?
Yes — a DPACK is just a Blender collection; building your own takes minutes.