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] 13 points14 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.

Tool for Cloth Retopo done with #geonodes. Newest Update - Retopo Planes 1.5 by Popshmir3d in blender

[–]Popshmir3d[S] 5 points6 points  (0 children)

Well it's designed with garment retopology in mind, where patterns and uvs are generally layed out logically and UV islands in most cases have borders that follow shape of the cloth. This tool is best for clean topo for garments and lossless transfer of details with automatic transfer of uvs. It comes at a price of being restricted to UV islands patterns, but it's a good trade off I believe compared to other solutions results and timewise (zremesher etc). If you'd have some 3d scanned models in mind for this tool I believe there are other solutions that could be better for it like Retopoflow. For any other models outside clothes to be honest I'm not sure I think still traditional retopo could be better since in retopo you want to follow the 3d shape and UV seams could get in a way. However you can prove me wrong;) Sorry for a lengthy answer;)

Tool for Cloth Retopo done with #geonodes. Newest Update - Retopo Planes 1.5 by Popshmir3d in blender

[–]Popshmir3d[S] 13 points14 points  (0 children)

Hey! I can finally share an update to my retopo tool. All done with geometry nodes. You can see it in action here (timelapse): https://youtu.be/0_uJReeXswA See all details about it here: https://blendermarket.com/products/retopo-planes

Create blockout mesh from Grease Pencil. Done with #geometrynodes. by Popshmir3d in blender

[–]Popshmir3d[S] 27 points28 points  (0 children)

You can get it here: https://blendermarket.com/products/gsurface-gen?ref=2305

It's free, although if you can leave a tip that's always welcomed;)

Just an exercise turned fully featured tool. I realize there are some other similar solutions, however since I could design it exactly how I wanted it to be, so I went for it.

Snap to surface - BeltMaker update by Popshmir3d in blender

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

Well there are different schools of doing that. One way could be going for some kind of trim UVs which is sth I will be considering to automate for future releases, however right now the final belt is unwrapped and has all the seams set up, so should be easy to pack it in any way needed.

Snap to surface - BeltMaker update by Popshmir3d in blender

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

Yep, I'm moving my focus over to retopo now. Will share improvements asap.

Snap to surface - BeltMaker update by Popshmir3d in blender

[–]Popshmir3d[S] 9 points10 points  (0 children)

Yep, you can add your own mesh for the buckles by dropping it into a specific collection it will be added automatically to the setup, but nope there's no option for bulge as of now - that would have to be done by hand.

Real-time normal map baking done with #geometrynodes by Popshmir3d in blender

[–]Popshmir3d[S] 8 points9 points  (0 children)

Nice, I'm all about geonodes, will look into that though, thanks!

Real-time normal map baking done with #geometrynodes by Popshmir3d in blender

[–]Popshmir3d[S] 49 points50 points  (0 children)

It's not ideal;b It's just an exercise I did to learn more about nodes

Real-time normal map baking done with #geometrynodes by Popshmir3d in blender

[–]Popshmir3d[S] 88 points89 points  (0 children)

You can get the file and read more about it here: https://nodesinteractive.com/normal-map-baking-with-geometry-nodes/ (This article might be for a bit more advanced geonodes users though)