Sorry, the tools I make change quite often and it is hard to keep the documentation up to date. Even these videos eventually go out of date. Glad you got it working though
AMAZING! I'm an intermediate Blender user and getting great results right off the bat! I would suggest changing the thumbnail for this video to something that does more justice to what the modifier can do, showcase some more of the line art deform and shadow infill features 👍
Hi Trad. Great looking addon. I’d love to buy it and use for animations that have the view switching between multiple cameras. Is there a simple way to do that?
Actually now there is, but it will be a bit of a challenge in the geometry nodes tree, this is all going to be automated in my next update but basically you can replace the camera input in the node tree with “active camera node”. That will pull the location of your active camera instead of the selected one!
I really love this modifier, but I have a problem with the resolution. Even just a simple cube with a large diameter (e.g. 10m) will results in a line art mesh with millions of vertices. Could you add an option to adapt the resolution of the generated line-art? Or am I missing something?
Nice approach. Did you test it in a real production environment? We used grease pencil for a tv show. We had between 1.000 and 30.000 Objects in one scene. Grease pencil was able to handle it, but it was a real pain, because of speed and memory limits. But we made it in combination by using cache rendering. I've also tested a small geometry nodes solution like yours, but not that complex, to be honest. It was too slow at some point and not usable for serious projects. I really like your work, but it's really not that easy to create solutions for real professional projects instead of small presentations. But this problem have a lot of Blender addons. Keep on your great work, Alan! 👍
Small addition: The most people forget to implement distance based lineart. In production we need a limit. Far objects don't need lineart at all and objects very close to a camera have to keep a thin line width, beginning at a custom position. So if an object starts to approach at the distance of 2 meters to the cam, the line have to stay equally thin. Just a hint...
Hello, I just bought this today. I was wondering if you could show us how you enable the lineart after you have animated something (character or objects ) with this node. After animating I would love to use this node, however its lagging a lot after I have applied the node as my last step in a non animated scene.
Hey! Even though this is a “Live” effect, it is not realtime. So you won’t ever want to have it enabled when working on your animation. Think of this as an effect that you will enable right before you render out your animation. Posing and animating should all be done before the line art is enabled. I think that answers your question, but if you have more feel free to ask!
hi, i am VERY interested in this addon for my work, I got just one question, I saw you mentioning that a bake option was to be added, I'd lust like to know if there is any update on that. As a 2d artist that use blender as an assist, i NEED the lines to be rendered in a transparent background without any geometry, is there any timeline for when it will be added or any workaround you could point me at? thanks for your time and great work
Hey, when I say baking, I am talking more about cache baking that will help speed up animation workflows. What you’re proposing is actually already possible. You will just want to disable your scene collection and enable transparent backgrounds. That should give you what you are looking for!
Hi, just bought the Line Art Curve Modifier, it looks amazing, thank you for making this. Is there a way to bake or cache the line art like in grease pencil? It would really help while animating.
Depending on the settings you enable, it can be a little better or a lot worse then the grease pencil modifier. Keep in mind this is something you use at the end of a project and you won’t want it enabled while you work on modeling or animation.
Would it be possible to bake the line art modifier onto the texture/uv of the object. I want to be able to export it to UE5, also which version of Blender is this currently compatible with?
Hey! Could you explain better what you mean by react? Do you just mean have shading on it? If that is the case then all you need to do is add a diffuse or principled bsdf shader to the material. I tend to keep it just a solid color but feel free to add shader effects.
@@Tradigital Yes. I see a lot of line art tutorials and addons, but most of the times they are in solid color and doesn’t have any shading. So I was curious if I can apply different shaders that react to lighting in your line art modifier. It would be cool if line art color will dynamically change based on a lighting position with a gradient. So in the shadow side will be one color and in the light a different one. But I will definitely try your modifier now!
Because of performance issues, I would recommend doing this in the shader editor from the single stroke and UVs. It’s pretty easy to make multiple lines out of a single one with just the shader effects.
Thank you for this video and the addon! I've been using it for an animation project Im working on, but I'm having a weird issue where when i get to close to an object the lineart starts to make weird artifacts. It's hard to explain, but it makes parts of the object black. But only in rendered mode (EEVEE). When in solid view mode it looks normal. Also when i turn of flatten in camera space it goes away. Do you have any idea of what this could be caused by?
Not quite sure what this issue is, are you using the latest update? Feel free to send me an email at tradigital3d@gmail.com with the file and we can try and troubleshoot the issue.
@@Tradigital Yes, also happened on the older version though. I will try an change some setting, since I wasn't able to recreate it in some other scenes. But will send you an e-mail if I cant figure it out, thanks!
I got the 3.5+ version and I saved it in its own file, 'asset library', and I've added that as an asset library in file paths but when I check the asset browser it isn't there. Nothing is showing up. I've checked both 'all' and 'unassigned' but nothing. I can open the file but I'm not sure what to do with that.
@@Tradigital I just decided to download the 4.0 version. At first it didn't work but I just kept removing the asset library file and adding it in, I changed nothing but eventually it started working for some reason. Thanks, its working good now.
hello, i love your content, recently i got the modifier but i am having an issue with a massive X shape that appears in the viewport and messes my scene up. i dont know how to fix it. please help.
Hmm this is definitely strange. It should be working fine. You might need to email me your file to solve the issue. My email is “tradigital3d@gmail.com”
@@Tradigital I'm confused. I've bought the toolbag 4-5 days ago and had the Line Art files available for download. All three items (2 blend files + doc file)
Is there any way to apply the lineart curve modifier to an already modified curve ? It outlines my modified curve in the viewport however when i render it out, only bits of the outline are visible. Is there any way to fix that ? thank you ! :)
It’s hard to know what is happening here. I don’t have any settings that can change what will happen to the line art between viewport and render, but it might be a simulation error. Could you send me the file at “tradigital3d@gmail.com”?
Sorry, I don’t claim to be an animator so I leave that to others with far more experience. You can check out a few examples on the tagged section of my Instagram though.
It is pretty much the same as the Grease Pencil modifier. It has more options that can make it slower, but if you just stick with the default contour and crease like the Grease Pencil line art, then it will be pretty much identical. Both shouldn’t really be used with your scene while you do animation or composition changes. This is something you will enable at the end and render out with your scene. Almost like a compositing effect.
Is there a way to have the stroke thickness in screen space so that the thickness is always a certain pixel size? I did make a driver that makes the thickness increase or decrease depending on field of view, but couldnt make it change depending on the distance since i couldnt understand how z depth overhaul works and it's origin point
So yes, there is a couple of ways. The easiest way is to multiply the thickness by distance that it is from the camera. If you use the location of the camera and the position of each point, you can subtract it to find the distance and then multiply that. Next is a bit more complicated but gives better results. Basically your goal would be to flatten the strokes in screen space in front of the camera before adding the thickness. There are some complicated ways of doing this with vector rotation and set position, but if you want an easy way, you can use the canvas plane method I used in my painterly filter and then raycast the line art onto that plane. I know this is a bit complicated but I do want to assure you that it is possible. I also have this feature in my advanced version of the line art modifier if that is easier for you. Let me know if you have anymore questions!
@@Tradigital Thank you for your quick response! As for the advanced version of the line art modifier, is it a different product from the one used in this video? I bought the plugin from the gumroad and cant seem to find any option about it. Or did I misunderstand the feature you meant as a different thing? 😁
@dornardo oh my bad, I thought you were replying to a separate video. The setting you are looking for is “overhaul zdepth” that will make everything uniform by stroke length but get rid of any thickness changes by depth.
@@Tradigital I did have that ticked but for some reason the lines thickness' were different in two scenes with the same addons but with different animation. I did face that issue a few times and managed to have it fixed somehow. That made me think that the thickness did change depending on how far the camera was away from the objects. But now it works fine! It is like how i want it now! I'll try to find what causes that to happen and report it if I manage to recreate it. Thank you so much for helping, and the addon is awesome!
@@Tradigital I managed to recreate the bug. It only happens if Z Depth Overhaul is turned on. Here is a video that shows it: ruclips.net/video/wIs854brxq8/видео.html
Hey! Sorry for the late reply, didn’t see this one. The filter is current not compatible with 4.2. Eevee next broke a lot of what I had so I’m having to rebuild it from scratch again. I have an update coming soon that will resolve this. Until then, use Blender 4.1
@@TradigitalAlright, sweet! for me, intersection lineart is the most important grease pencil lineart feature so I was not sure if I want this addon, now I'm sure I do
@nerro984 this works completely off of mesh data so it won’t pull any of the information from your shader like the alpha mask. Getting live line art on transparency edges is a pretty much impossible task to achieve without adding some extreme stress on your system.
@@Tradigital I see, I think I could get away with some compositing if I really want to use some semi transparency, and it's going to be much easier and faster if the lineart generated by the addon can be rendered in its own pass. (I guess this is a feature request too? not an urgent one, though) I really appreciate your time answering my questions.
Any idea why this is so slow that its not usable in any way and that blender practically freezes when enabling "cast shadows"? EEvee or Cycles doesnt matter. My scene is basically a character with around 100k polygons. Im using Blender 4.00
There are a few settings that I do not always recommend on lower end systems, especially on very heavy models like this one. Cast shadow, intersection, and shadow infill are all generated completely through geometry nodes instead of just coming from the model like the other forms of line art in this case. I would recommend if your system is struggling to compute them, to just find the average settings you would like and then disable them until you do your final render. They can be quite heavy, especially on lower end systems. Also, enabling the timing in the geometry nodes panel will show you the performance on each setting when you enable or disable it, this could also be useful for finding a setting that works for you.
@@Tradigital Thanks, i will play with the settings a bit. I was just wondering why its performance is so bad. Even with a small scene with just a plane, a cube and a suzanne for testing like in your video it drops down to around 1 frame per second or lower with certain settings. i have a pretty beefy system with an i7 12700k 64gb ddr5 ram, rtx 4070, so that shouldnt be an issue.
@@Reaching1 ok I think I’m starting to see your issue more clearly. Keep in mind that no line art method is going to work in realtime with animation. Even on the small scenes, this line art tool (especially with the new simulation zone updates) and grease pencil’s line art can take around 50-150ms to compute on my i7-11700K. That is pretty good, especially for rendering, but that doesn’t mean that it is realtime where you can watch the animation play. Effects like these are what you disable while setting up your animation and then re-enable before you press render. Even the invert hull method of line art can drastically slow your animations since it is doubling whatever poly count you have. I’d love to see these methods work in realtime, but none of them are going to give you that even on a decent PC.
It is most likely due to some of the settings you have enabled. Many of the lines that are generated come from the model itself, like the contour and crease lines. Then there are other lines that require very heavy computation to generate where they will appear because they do not already exist. That could be things like cast shadow, shadow infill, and mesh intersection. To get these to work, I have to many times give more information to your model so that I can extract where the lines will be. If you are having performance issues, I would recommend turning those off until you are in the rendering stage. I would also not recommend using the line art at all when working on animations. Disabling it in the outliner should give you your performance back.
@@Tradigital I have a model with 5000 triangles and when I put the line have 3 Million. I don't have anything strange activated I think, I'll check it and tell you
@@iriaizanami1 sorry, I mean the scale as in how many meters is it in size? The resample happens by length so if your model is oversized then it will generate more geometry then needed.
@@Tradigital I’m another user experiencing the same issue. Since the model is about 8 meters in size, the number of vertices in the lines increases significantly when viewed in different viewports. Even though reducing the size might be a solution, I’m in a dilemma because I need to maintain a certain level of size for physical effects like clothing or hair. Is there an option to reduce the resolution?"
The instructions I that came with this initially didn't work. But your video helped me out and I finally am being able to use it!
Sorry, the tools I make change quite often and it is hard to keep the documentation up to date. Even these videos eventually go out of date. Glad you got it working though
AMAZING! I'm an intermediate Blender user and getting great results right off the bat! I would suggest changing the thumbnail for this video to something that does more justice to what the modifier can do, showcase some more of the line art deform and shadow infill features 👍
Very intuitive! A worth purchase, and respect that the creator is very invested into making a very helpful tutorial!
GREAT WORK! best line art modifier i have seen,better than the blender default,especially customable
Hi Trad. Great looking addon. I’d love to buy it and use for animations that have the view switching between multiple cameras. Is there a simple way to do that?
Actually now there is, but it will be a bit of a challenge in the geometry nodes tree, this is all going to be automated in my next update but basically you can replace the camera input in the node tree with “active camera node”. That will pull the location of your active camera instead of the selected one!
I really love this modifier, but I have a problem with the resolution. Even just a simple cube with a large diameter (e.g. 10m) will results in a line art mesh with millions of vertices. Could you add an option to adapt the resolution of the generated line-art? Or am I missing something?
Hey, it should resample it but by screen space instead of world space. That may be a glitch on my part. I’ll look into that!
Nice approach. Did you test it in a real production environment? We used grease pencil for a tv show. We had between 1.000 and 30.000 Objects in one scene. Grease pencil was able to handle it, but it was a real pain, because of speed and memory limits. But we made it in combination by using cache rendering. I've also tested a small geometry nodes solution like yours, but not that complex, to be honest. It was too slow at some point and not usable for serious projects. I really like your work, but it's really not that easy to create solutions for real professional projects instead of small presentations. But this problem have a lot of Blender addons. Keep on your great work, Alan! 👍
Small addition: The most people forget to implement distance based lineart. In production we need a limit. Far objects don't need lineart at all and objects very close to a camera have to keep a thin line width, beginning at a custom position. So if an object starts to approach at the distance of 2 meters to the cam, the line have to stay equally thin. Just a hint...
totally agreed
Amazing work! 😍👏 Can't wait to try what I can do with this incredible tool! ❤
Hello, I just bought this today. I was wondering if you could show us how you enable the lineart after you have animated something (character or objects ) with this node. After animating I would love to use this node, however its lagging a lot after I have applied the node as my last step in a non animated scene.
Hey! Even though this is a “Live” effect, it is not realtime. So you won’t ever want to have it enabled when working on your animation. Think of this as an effect that you will enable right before you render out your animation. Posing and animating should all be done before the line art is enabled. I think that answers your question, but if you have more feel free to ask!
Nice! ill try this new update
hi, i am VERY interested in this addon for my work, I got just one question, I saw you mentioning that a bake option was to be added, I'd lust like to know if there is any update on that.
As a 2d artist that use blender as an assist, i NEED the lines to be rendered in a transparent background without any geometry, is there any timeline for when it will be added or any workaround you could point me at?
thanks for your time and great work
Hey, when I say baking, I am talking more about cache baking that will help speed up animation workflows. What you’re proposing is actually already possible. You will just want to disable your scene collection and enable transparent backgrounds. That should give you what you are looking for!
Hi, just bought the Line Art Curve Modifier, it looks amazing, thank you for making this. Is there a way to bake or cache the line art like in grease pencil? It would really help while animating.
Hey! That is currently not available in Geometry nodes, but a bake node is actually coming soon! So this will definitely be added!
@@Tradigital thank you for your answer
whaou really, would be great, if there is an update, tell us :)
@@Tradigital
Hello! I'm really interested in this! How's the lag? The regular line art modifier tends to slow my machine to a crawl. :(
Depending on the settings you enable, it can be a little better or a lot worse then the grease pencil modifier. Keep in mind this is something you use at the end of a project and you won’t want it enabled while you work on modeling or animation.
that s so crazy ;) intuitive and amazing. But need a computer for NASA to use it :)
I want to have that line art above the others paintings effect you have made, any ideas ? ^^ (superb package by the way, i'm learning it step by step)
Hey! It should work with the paint filter, as long as you keep “flatten in camera space” unchecked.
Would it be possible to bake the line art modifier onto the texture/uv of the object. I want to be able to export it to UE5, also which version of Blender is this currently compatible with?
Sadly no, there is no current way to bake out this method of line art for other applications. This is compatible with blender 4.0+
This is really cool!! But could you make lineart material react to lighting?
Hey! Could you explain better what you mean by react? Do you just mean have shading on it? If that is the case then all you need to do is add a diffuse or principled bsdf shader to the material. I tend to keep it just a solid color but feel free to add shader effects.
@@Tradigital Yes. I see a lot of line art tutorials and addons, but most of the times they are in solid color and doesn’t have any shading. So I was curious if I can apply different shaders that react to lighting in your line art modifier. It would be cool if line art color will dynamically change based on a lighting position with a gradient. So in the shadow side will be one color and in the light a different one. But I will definitely try your modifier now!
Is Multiple Strokes option something you considered adding?
Because of performance issues, I would recommend doing this in the shader editor from the single stroke and UVs. It’s pretty easy to make multiple lines out of a single one with just the shader effects.
Thank you for this video and the addon! I've been using it for an animation project Im working on, but I'm having a weird issue where when i get to close to an object the lineart starts to make weird artifacts. It's hard to explain, but it makes parts of the object black. But only in rendered mode (EEVEE). When in solid view mode it looks normal. Also when i turn of flatten in camera space it goes away. Do you have any idea of what this could be caused by?
Not quite sure what this issue is, are you using the latest update? Feel free to send me an email at tradigital3d@gmail.com with the file and we can try and troubleshoot the issue.
@@Tradigital Yes, also happened on the older version though. I will try an change some setting, since I wasn't able to recreate it in some other scenes. But will send you an e-mail if I cant figure it out, thanks!
I got the 3.5+ version and I saved it in its own file, 'asset library', and I've added that as an asset library in file paths but when I check the asset browser it isn't there. Nothing is showing up. I've checked both 'all' and 'unassigned' but nothing. I can open the file but I'm not sure what to do with that.
Hey! So you will need to append the line art from the 3.5 version. You need the 4.0 version to make the asset part work properly.
@@Tradigital I just decided to download the 4.0 version. At first it didn't work but I just kept removing the asset library file and adding it in, I changed nothing but eventually it started working for some reason. Thanks, its working good now.
@@BadPracticesvery strange? Blender can be weird sometimes. Glad you got it working!
hello, i love your content, recently i got the modifier but i am having an issue with a massive X shape that appears in the viewport and messes my scene up. i dont know how to fix it. please help.
i have the same problem :,v
What version of Blender are you using?
@@Tradigital hi, thank you for answering. I really appreciate you took the time. I am on 4.02
Hmm this is definitely strange. It should be working fine. You might need to email me your file to solve the issue. My email is “tradigital3d@gmail.com”
Do you need to rebuy the Line art Curve modifier again if you already have the Tradigitalist Toolbag?
Nope! I just haven’t updated the files yet! I will have that finished in the coming hour!
@@Tradigital I'm confused. I've bought the toolbag 4-5 days ago and had the Line Art files available for download. All three items (2 blend files + doc file)
Hey could you check again, there seems to be an issue with the upload I did last night. It should be up now@@kojijeovokurac
Checked, I see it now, the 4.0 version@@Tradigital
Is there any way to apply the lineart curve modifier to an already modified curve ? It outlines my modified curve in the viewport however when i render it out, only bits of the outline are visible. Is there any way to fix that ? thank you ! :)
It’s hard to know what is happening here. I don’t have any settings that can change what will happen to the line art between viewport and render, but it might be a simulation error.
Could you send me the file at “tradigital3d@gmail.com”?
I wish you showed some examples of the line art on shots with animated objects, moving camera, and both.
Sorry, I don’t claim to be an animator so I leave that to others with far more experience. You can check out a few examples on the tagged section of my Instagram though.
@@Tradigital doesn’t need to be beautiful animation, just something to prove the technique is applicable to moving objects and changing perspectives
When you are using this modifier, does it lag as much as the original object line art in blender
It is pretty much the same as the Grease Pencil modifier. It has more options that can make it slower, but if you just stick with the default contour and crease like the Grease Pencil line art, then it will be pretty much identical. Both shouldn’t really be used with your scene while you do animation or composition changes. This is something you will enable at the end and render out with your scene. Almost like a compositing effect.
Is there a way to have the stroke thickness in screen space so that the thickness is always a certain pixel size? I did make a driver that makes the thickness increase or decrease depending on field of view, but couldnt make it change depending on the distance since i couldnt understand how z depth overhaul works and it's origin point
So yes, there is a couple of ways. The easiest way is to multiply the thickness by distance that it is from the camera. If you use the location of the camera and the position of each point, you can subtract it to find the distance and then multiply that.
Next is a bit more complicated but gives better results. Basically your goal would be to flatten the strokes in screen space in front of the camera before adding the thickness. There are some complicated ways of doing this with vector rotation and set position, but if you want an easy way, you can use the canvas plane method I used in my painterly filter and then raycast the line art onto that plane.
I know this is a bit complicated but I do want to assure you that it is possible. I also have this feature in my advanced version of the line art modifier if that is easier for you. Let me know if you have anymore questions!
@@Tradigital Thank you for your quick response!
As for the advanced version of the line art modifier, is it a different product from the one used in this video? I bought the plugin from the gumroad and cant seem to find any option about it. Or did I misunderstand the feature you meant as a different thing? 😁
@dornardo oh my bad, I thought you were replying to a separate video. The setting you are looking for is “overhaul zdepth” that will make everything uniform by stroke length but get rid of any thickness changes by depth.
@@Tradigital I did have that ticked but for some reason the lines thickness' were different in two scenes with the same addons but with different animation. I did face that issue a few times and managed to have it fixed somehow. That made me think that the thickness did change depending on how far the camera was away from the objects. But now it works fine! It is like how i want it now!
I'll try to find what causes that to happen and report it if I manage to recreate it.
Thank you so much for helping, and the addon is awesome!
@@Tradigital I managed to recreate the bug. It only happens if Z Depth Overhaul is turned on.
Here is a video that shows it: ruclips.net/video/wIs854brxq8/видео.html
Hi! I just purchased it but it crashes on Blender 4.2 :(
Hey! Sorry for the late reply, didn’t see this one.
The filter is current not compatible with 4.2. Eevee next broke a lot of what I had so I’m having to rebuild it from scratch again. I have an update coming soon that will resolve this. Until then, use Blender 4.1
can it do lineart in intersections like grease pencil lineart?
Yes, the new update does provide intersections, but just be aware that this will heavily increase the compute time.
@@TradigitalAlright, sweet!
for me, intersection lineart is the most important grease pencil lineart feature so I was not sure if I want this addon, now I'm sure I do
@@Tradigital wait, there's actually another thing that I wonder, how does it handle mesh that have transparency?
@nerro984 this works completely off of mesh data so it won’t pull any of the information from your shader like the alpha mask. Getting live line art on transparency edges is a pretty much impossible task to achieve without adding some extreme stress on your system.
@@Tradigital I see, I think I could get away with some compositing if I really want to use some semi transparency, and it's going to be much easier and faster if the lineart generated by the addon can be rendered in its own pass. (I guess this is a feature request too? not an urgent one, though)
I really appreciate your time answering my questions.
Any idea why this is so slow that its not usable in any way and that blender practically freezes when enabling "cast shadows"? EEvee or Cycles doesnt matter. My scene is basically a character with around 100k polygons. Im using Blender 4.00
There are a few settings that I do not always recommend on lower end systems, especially on very heavy models like this one. Cast shadow, intersection, and shadow infill are all generated completely through geometry nodes instead of just coming from the model like the other forms of line art in this case.
I would recommend if your system is struggling to compute them, to just find the average settings you would like and then disable them until you do your final render. They can be quite heavy, especially on lower end systems.
Also, enabling the timing in the geometry nodes panel will show you the performance on each setting when you enable or disable it, this could also be useful for finding a setting that works for you.
@@Tradigital Thanks, i will play with the settings a bit. I was just wondering why its performance is so bad. Even with a small scene with just a plane, a cube and a suzanne for testing like in your video it drops down to around 1 frame per second or lower with certain settings. i have a pretty beefy system with an i7 12700k 64gb ddr5 ram, rtx 4070, so that shouldnt be an issue.
@@Reaching1 ok I think I’m starting to see your issue more clearly. Keep in mind that no line art method is going to work in realtime with animation. Even on the small scenes, this line art tool (especially with the new simulation zone updates) and grease pencil’s line art can take around 50-150ms to compute on my i7-11700K. That is pretty good, especially for rendering, but that doesn’t mean that it is realtime where you can watch the animation play. Effects like these are what you disable while setting up your animation and then re-enable before you press render. Even the invert hull method of line art can drastically slow your animations since it is doubling whatever poly count you have. I’d love to see these methods work in realtime, but none of them are going to give you that even on a decent PC.
Why is so heavy? I'm doing something wrong?
It is most likely due to some of the settings you have enabled. Many of the lines that are generated come from the model itself, like the contour and crease lines. Then there are other lines that require very heavy computation to generate where they will appear because they do not already exist. That could be things like cast shadow, shadow infill, and mesh intersection. To get these to work, I have to many times give more information to your model so that I can extract where the lines will be. If you are having performance issues, I would recommend turning those off until you are in the rendering stage. I would also not recommend using the line art at all when working on animations. Disabling it in the outliner should give you your performance back.
@@Tradigital I have a model with 5000 triangles and when I put the line have 3 Million. I don't have anything strange activated I think, I'll check it and tell you
@iria777 what is the overall scale of your object. I believe this might be a resample by length issue.
@@iriaizanami1 sorry, I mean the scale as in how many meters is it in size? The resample happens by length so if your model is oversized then it will generate more geometry then needed.
@@Tradigital I’m another user experiencing the same issue. Since the model is about 8 meters in size, the number of vertices in the lines increases significantly when viewed in different viewports. Even though reducing the size might be a solution, I’m in a dilemma because I need to maintain a certain level of size for physical effects like clothing or hair. Is there an option to reduce the resolution?"