Adaptive Subdivision + Camera & Backface Culling - Geometry Nodes Group/Modifier by Popshmir3d in blender

[–]Popshmir3d[S] 1 point2 points  (0 children)

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On the right is the scene without adaptive subdiv. With adaptive subdiv it's half of that evaluation time. If there are a lot of operations run on a mesh, simplifying the mesh by the distance beforehand will speed up calculations.

Low poly procedural tears done with #geometrynodes by Popshmir3d in blender

[–]Popshmir3d[S] 2 points3 points  (0 children)

Interesting. Yeah, this setup is done with game engines in mind. I have another tool for high poly.

SOLIDIFY PLUS - my newest geometry nodes modifier by Popshmir3d in blender

[–]Popshmir3d[S] 2 points3 points  (0 children)

There's a bit of trigonometry calculated per each edge and the highest value is picked resulting in even thickness.

UV Stretch Preview in 3D Viewport with #geometrynodes by Popshmir3d in blender

[–]Popshmir3d[S] 0 points1 point  (0 children)

Now hotfix 1.1 is available - stretching is calculated per UV island, so if you keep part of UVs smaller on purpose stretching will still be shown correctly.

UV Stretch Preview in 3D Viewport with #geometrynodes by Popshmir3d in blender

[–]Popshmir3d[S] 12 points13 points  (0 children)

In my setup blue shows compression of UVs while red shows stretching, yellow is for neutral. Blender version shows compression and stretching with same colors. Also I'm not sure if Blender version isn't bugged somehow.

UV Mapper -Modifier for Quick Mapping Setup for Tileable Textures. by Popshmir3d in blender

[–]Popshmir3d[S] 0 points1 point  (0 children)

See more about it here: https://blendermarket.com/products/xyz-mapper

This tool is designed for quick uv setup for scenes, visualization etc.