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I cannot STAND people still using lattice modifier, and people saying my original image was too pixelated, enjoy this revamped version with everything everyone wanted it to do better and easier to use. Please do not use lattice modifier, just use geometry nodes. It's what its for
66,497 次观看 • 1 个月前 •via X (Twitter)
27 条评论

I see a lot of debates lately about 'Lattice vs. Geometry Nodes' in character modeling. While I appreciate the power of procedural modeling in GeoNodes, I feel that some misinformation is being spread, suggesting that we should completely abandon traditional tools. I ran a small test on my character, and I noticed a slight issue with curved hair: when using GeoNodes for hair deformation, the profile/volume gets distorted or 'squeezed' compared to the Lattice modifier. As seen in the screenshot, at a direct side view, the silhouette shifts and loses its intended shape, whereas Lattice perfectly maintains the volume. My opinion: 1.The result is what matters, not the method. For a unique character, Lattice is often faster and much more precise for final posing. 2.The 'no Lattice' rule doesn't always apply. GeoNodes are incredible for automation and character pipelines, but if you aren't building a massive system for 10+ characters, the time spent debugging node math often outweighs the benefit. 3. Game dev is different. If you're creating assets for a game engine, neither Lattice nor GN are the final solution. Don't say 'don't use this tool.' Use whatever gives you the best silhouette for your work, as that is the main priority for an artist

the sanest geonodes user

What's wrong with the lattice modifier?

Now do that geonode setup on a curve with variable radius tilts on the profile. You'll lose the profile completely and see why a lattice is the superior solution.

What do you even mean bro what. If you have an example of this I'll set it up but this sounds like an incredibly specific thing never used ever by anyone specifically to find a single thing that it wouldn't work exactly the same on

Hair, made with curve objects, with curve profiles - all live and rigged curves, not converted to mesh.

Works just fine?

I got this result:

Actually i use shrink wrap 🤣🤣🤣🤣

A note: This will still have the same distortion issues mentioned here. It can't flatten on the same direction equally, so it's not entirely comparable to the lattice method.

Uhh no? It works identical to how a lattice would? I don't know why you would say this completely incorrect thing?

I've told you the edge case where it fails, and your response is to show it on something that is not that edge case. Your setup assumes a singular point to project from, so parts of the mesh further from that point don't get distorted "flatly", if that makes any sense.

Just read what I've already explained, I don't wanna get into an inane back-and-forth. Feel free to take it or leave it as you'd like.

Bro what are you talking about did you even attempt to use this or are you just high?? It literally scales based on the point designated equally. You have not even attempted to use this. You are genuinely just making things up right now

Just take the L bro you don't even know what you're saying because it doesn't exist in this reality

Too bad the lattice takes a hundred steps less to set up from scratch, so that already loses people from nodes.

Geo nodes would take one time set up, save the nodes, then append whenever needed. With knowledge of nodes you can also do stuff like keeping the original normals before deformation. Its just a better solution that takes a one time set up

I work in networking, a ton of people's issues would be solved by doing a big thing once, usually by installing a cable or getting better dedicated hardware. Too bad a cheap home router with wifi works just well enough with less steps so the "better" option is never done.

Have to try this at some point. Also have to try something like this in Unity

hey probably dumb question but i was wondering if you have any tutorials on making rigs i have a model i took from a game which has a very bloated skeleton and i was wondering how I would make a rig for it as most tutorials i saw online were about making ones for new models

Congrats on being a more effective communicator.

I'm attempting the lattice-flattening trick using geo-nodes. Rotation around the model works as expected, but when translating the camera, the model distorts as if it wasn't flattened at all. Anyone know how I can solve this so it doesn't distort when just translating the camera?

It is flattening, but it is flattening towards the camera. So when you translate the camera, the flattening effect rotates towards the camera. The only solution to this would be to replace the "active camera" object in the nodes with a second empty and position that.

Thank you for resharing, because I didn't get to bookmark the post the first time. D:

Thank you so much for the hi res pic! I will keep this handy 😁

Thank you for the revamped ! I don't know how to assign vertex group in geonode and the mesh slide out of character body on the first version

Oh! Click the little cross(?) Icon to the right side of the vertex group name on the geo node modifier. It changes it to use a names field instead of a number
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