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I'm sorry to tell you that i haven't been working on any mod project in the last few weeks. Instead, i'm learning about geometry nodes, and i'm here to share my interim outcome.



As you can see in the cover, this nodetree generates a brush tentacle surface on the given mesh. It recieves an attribute as selection, and then extrude the selected faces, solidify the margins, and randomly place tentacles in the area. You can then control it's size and randomness through the input panel in the modifier.


In blender 5.0, the generated mesh can inherite attributes like VG weights from the origin mesh, which means it can fit the armature deform modifier after applying the nodetree. You can also cut holes, split faces or sculpt the mesh to add more margins to the mesh.


The "tentacles" collection holds the single tentacle instances to be placed by the nodetree. The instances i use in the example are also generated by geometry nodes. You can make some copies of them, adjust their shape, or add your own meshes to the collection to increase diversity.

To test this nodetree in other projects. You can append the nodetree to your project through "File -> Append" menu.

There're still many problems to be solved. The vertex count of the mesh burst from 3k to 82k after applying the modifier. I'm looking for methods to reduce it'somplexity, otherwise it would be a huge compute overhead if applied in mods.


The example model is distributed for free by TararaTarako on Booth.


I'm looking forward to any feedback, advice or contribute request from you. Please contact me through pixiv DM or Discord: jinyangxinji_41696.


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Comments

mls

The gradually eroding tentacle suit... It's so lovely♥

触以幻语听

之前用类似的办法试过这样做触手,问题是如果原网格发生形变,由随机数产生的触手就会闪烁出现

SilverAg

i wanna see Aether in GI wearing it. since Chongyun and Xingqiu already enjoying the pleasure😋