Very cool! Iāve had the same idea a couple years ago ,but Iām not smart enough to build the node tree
Iāve 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.
Iād love a screenshot of the nodes.
My skin shader is 100% procedural. I use ānamed attributesā to set weights for various masks, like the freckles.
āSuch massive geonode trees arent exactly fastā
Is 120ms fast enough? I have timings turned on all the time, and optimize for speed. And Iām up to 6000 nodes now, having added horns, wings, and a tail.
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. Iāve had some nodes >200ms for just one nodeā¦ not something I would have ever even noticed without timers being on. And I optimize further by using switch nodes that ādiscardsā parts that arenāt being used. So, if tail is turned āoffā, then zero calculations are done for that part.
Mesh boolean is the biggest one I had had to get rid ofā¦ Itās extremely time intensive, and it shouldnāt 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 Iāve 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.
Itās procedurally rigged, and uses blenderās standard rigify armature. Any animations that work with it should work fine with this model. I havenāt specifically tried yet.
Have you thought of making a āmannequin makerā version of this? Seems to me like itād 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 ābase model creatorā.
Thatās pretty great! But it seems that thereās been a bit of a misunderstanding in what I said: my proposal was to use your system to release a āprimitive-based character creatorā of sorts. Iād totally buy an addon thatād allow me to quickly iterate between different proportions and sizes of the character (total height, limbsā 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?
Iām imagining them looking just like this: image 01, imag2.
If you want to sell the results, youāll have to compete with systems like DAZ Studio and Epicās Metahuman, which produce, lets be honest, way better anatomy. If youād manage to port this generator into Unity or Unreal asset, it would have more promise, but in this case, youāll 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