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  • Published 12 Apr 2021

Subdivision surface modifier needs to be able to ignore Geo nodes modifier...

Okay, so "witty post" time.

Geo nodes is amazing, I love it. It's just magical. Adaptive subdivision is also amazing, it makes flat things all bumpy and detailed.

The two together... nope.

Currently, blenders modifier logic dictates that you use the standard subdivision modifier, and leave it at the top of the stack, so you don't subdivide the living-daylight out of the Geo-nodes you've just carefully scattered on your mesh.

Or, that you can only use adaptive subdivision if it's at the bottom of the stack only. That, therefore means that I either choose: A) no adaptive subdivision, no fancy bumps and cracks to microdisplace all over my scene.

B) Use No Geo-nodes and have my bumpy displaced mesh looking crisp and fine, but bare of any signs of flora or rockery, OR

C) Commit a felony, hack into the cray-supercomputer to be able to use both options (which is what I need to have a wonderful scene) (PSA don't commit crimes, it's bad)

So, will there ever be a way I can have both without selling a kidney or hacking multi-million dollar facilities?

I mean, it seems like the logical way to go about it, is to give either adaptive subdiv to Geo nodes and only let it subdivide the surface and not what's on it, or, have an option in Adaptive Subdivision modier, to say "ignore Geo-nodes"

This never happened with the hair system, so it's a bit of a shock to see it happen now.

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Development Status: Open

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rickietee10
12 Apr 2021

1 Comment

LloydAlmeida

Displace object ..Create a cube, reference the displaced object and only use its points for distribution of instances. ( see image )

Node setup Link