Hello Stefan, thank you for the honest review. I am really happy to look at someone testing first time my file (it really help me to understand the first perception). You tested version 1.0, I already fixed some issue and added features (like branches banding to add variations) in version 1.1 released and I am continuing working on it to fix other issues. I think soon (in few days) I will have a version 1.2 with conversion fixed. What I personally don't like in geometry nodes is the just number policy. I found out that, in my setup, the curves I highlighted are very much effective to change the shape, but I can't expose them in the mask. So I am forced to tell people to open them in a new view. As you said I had the idea to give to someone wants a similar style on trees a little variation with parameters. You got the target. I put on my channel you linked a full explanation of the parameters, so if someone is interested can have a look in detail. Last I want to really thank Stefan because is a nice an good person, I just asked him a live test to have an honest review on my file and I really love his opinion and testing out my content. It helps a lot. Thank you from the bottom of my heart.
To get a normal mesh out of geometry nodes you just have to apply the modifier, just like you would with a Subdivision modifier. I think geometry nodes is most straightforward to use for terrain in a lowpoly setup. Scattering debris, grass, trees. And you can use geometry nodes to get variation of the plants and rocks. Then you apply the whole thing and export it. It could be used to place greebles on sci-fi space stations and ships. You could generate a mesh deform low poly fire with simulation nodes for putting a camp fire in a scene. You can use it to generate low poly hair while using the hair particle system, especially for something like a mammoth where you have a lot of hair and want it to sway with the animation. Using it to quickly build out a village by having the houses be generated just from gray boxing. Note that I don't know *how* to make all of these, but I have seen that they are all things that can be done with geometry nodes. As far as I know at least. Oh, and there's no need to have it generate a tree from nothing, it could absolutely work similarly to the skin modifier where it takes your base geometry and grows the tree along that path.
I think you definitely should go with flat shaded, that`s who you are and what you should embrace. Keep up the good work and looking forward to Ultranova. :)
I'm so mad right now ... I tried for months to get a great female head. Tried box modelling , nurbs , high and low poly but nothing worked.. And now i see the base can be done in 10 minutes which looks really good. I hate myself 😂🤣🤣. Very well done sir... It looks amazing 😄