<Redacted>

Very cool! I’ve had the same idea a couple years ago ,but I’m not smart enough to build the node tree :sweat_smile:

I’ve made a procedural skin shader that uses vertex colors as masks for the different layers: sss, pores, roughness, etc (you can take a look at the end result in my Pepper fanart here. If you want to take a look at it, I can send you a screenshot of the nodes.

I’d love a screenshot of the nodes. :slight_smile:
My skin shader is 100% procedural. I use ā€œnamed attributesā€ to set weights for various masks, like the freckles.

How is the viewport performance when you change parameters? Such massive geonode trees arent exactly fast

ā€œSuch massive geonode trees arent exactly fastā€
Is 120ms fast enough? I have timings turned on all the time, and optimize for speed. And I’m up to 6000 nodes now, having added horns, wings, and a tail. :slight_smile:

1 Like

That’s indeed not bad performance

I spend hours figuring out ways to do things differently when I see a node that uses >10ms. Doing things the right way, straight from the beginning, makes a world of difference. I’ve had some nodes >200ms for just one node… not something I would have ever even noticed without timers being on. And I optimize further by using switch nodes that ā€˜discards’ parts that aren’t being used. So, if tail is turned ā€œoffā€, then zero calculations are done for that part.
Mesh boolean is the biggest one I had had to get rid of… It’s extremely time intensive, and it shouldn’t be. So, I had to make my own version to add arms/legs/hands/feet/head/torso to each other.

I look at this way: if it takes more than 500ms total, then I’ve failed. Project over.
The entire point of the project is to be able to generate a number of unique models in real time, without a hit to performance.

What’s with animation use? Have you tried?

It’s procedurally rigged, and uses blender’s standard rigify armature. Any animations that work with it should work fine with this model. I haven’t specifically tried yet.

Alright. Last question: does it support custom assets? Say, I need shape for eye socket; can the mesh/displacement map/whatever you used be replaced?

Have you thought of making a ā€œmannequin makerā€ version of this? Seems to me like it’d be easier (and useful to others) to create a humanoid figure made of disconnected parts and create basemeshes or starter bases for characters this way rather than trying to make the final model with just geonodes. I think there could be good money to be made there, with a ā€œbase model creatorā€.

1 Like

That’s pretty great! But it seems that there’s been a bit of a misunderstanding in what I said: my proposal was to use your system to release a ā€œprimitive-based character creatorā€ of sorts. I’d totally buy an addon that’d allow me to quickly iterate between different proportions and sizes of the character (total height, limbs’ length, limbs/torso/waist/hips width, distance between the eyes, head/hands/feet size, etc.) before diving into modeling the details of my characters and settling on a final look.

Does you setup allow something like that?

I’m imagining them looking just like this: image 01, imag2.

If you want to sell the results, you’ll have to compete with systems like DAZ Studio and Epic’s Metahuman, which produce, lets be honest, way better anatomy. If you’d manage to port this generator into Unity or Unreal asset, it would have more promise, but in this case, you’ll need to expose more control of body shape (maybe customise outlines of body parts with curves?) so users would be able to get more aestetically pleasing result

2 Likes