
Second dual contouring remesh modifier screencast
11 months ago
Further progress with integrating Professor Tao Ju's dual contouring contribution into Blender.
The video shows various modes and features; in particular note that sharp edges are working now.
At this point the code is only integrated as a mesh modifier, but I'll be looking into the metaball code to see if it can be better integrated there as well. There are also a few features left to enable, as well as some unfinished areas such as better handling for polygons that aren't quads or triangles.
A patch against trunk is available here:
pasteall.org/20117/diff
The video shows various modes and features; in particular note that sharp edges are working now.
At this point the code is only integrated as a mesh modifier, but I'll be looking into the metaball code to see if it can be better integrated there as well. There are also a few features left to enable, as well as some unfinished areas such as better handling for polygons that aren't quads or triangles.
A patch against trunk is available here:
pasteall.org/20117/diff
MP4
00:05:22
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keep up! thx
Think about how some modelers like to do humanoids with the arms at 45 degrees versus those who like to put them at zero (straight out on the X axis). The latter (0 deg) would be able to use this well after a sculpt mode or something while the former (45 deg) would get nasty topology. :/
I know you didn't write the functions. It's just something I'm noticing. Your skin modifier for example handles the situation of the topology grid localized to the angle of the form much better.
That said, in the case of metaballs the output of the modifier is noticeably better than plain marching cubes in that there are fewer degenerate polygons and fewer triangles.
Goodbye triangles!
wow this can make a spore light modeler ^^"
Spore uses a fancy version of meta-balls the some scale controls in between joints, basically it's the attachments to the body that give the most distinguished looks.
You could probably duplicate this to some extent in blender through the use of bones with meta-balls attached.
By the way, have you seen the article “Harmonic Functions for Quadrilateral Remeshing of Arbitrary Manifolds” by S. Dong, S. Kircher and M. Garland? I hope that may help in some way ^_^
it will be really awesome if this modifier could be "driven" by objects.
What I mean:
I set (for ex.) Empty to "Slice" or "Loop" (the main idea) slot to the Remesh modifier.
Then it will be calculating newly generated loops accordingly to the position and (I hope) the rotation of Control Objects.
Maybe it will allow to set main poly-flows on the newly generated mesh and avoid meshes with multiple short poly-loops (with "Smooth" algorithm).
Can this approach solve some current issues of Remesh?
even though i'm using maya now, i love the way how blender is getting better and better