00:00
322
More
See all Show me
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

Credits

Likes

See all likes
  • Daniel Salazar 11 months ago
    now this is beginning to look impressive!
  •  
  • eMirage 11 months ago
    a killing feature for architectural modelling !, thanks for everyone involved with this project
  •  
  • viewcore 11 months ago
    awesome! cant wait to use it.
    keep up! thx
  •  
  • steven dyson 11 months ago
    nicholas that is sooo amazing...instant lego building lol.. wow, so impressed by your work
  •  
  • NQATSi 11 months ago
    4:10 minecraft modifier! \o/
  •  
  • MoolahNasreddin 11 months ago
    Clean mesh after Boolean and that granular effects... Outstanding!
  •  
  • Satish Goda 11 months ago
    I Love Blender and its Developers :-)
  •  
  • steve patrick 11 months ago
    Awesome work - thanks to you and Dr Tao Ju!!
  •  
  • Wray Bowling 11 months ago
    Really cool. Though I can't help but wonder about some of those demos at the end. Metaball's meshing is already in a 3D grid that's aligned with the world coordinates. Dr. Ju's algorithm looks like it does exactly the same thing. What noticable difference is there that I'm missing. It was dead obvious in the boolean example though -- that looked great because it was lined up with X/Y/Z so well.

    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.
  •  
  • Nicholas Bishop 11 months ago
    Wray - you're right that the modifier works best when things are aligned with the world axes.

    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.
  •  
  • n-pigeon 11 months ago
    O.o
  •  
  • Brian Lockett 11 months ago
    Great job!
  •  
  • Max Puliero 11 months ago
    O_O amazing.
  •  
  • Alex DS 11 months ago
    love it . love blender!
  •  
  • Ricardo Roehe 11 months ago
    Awesome!!
    Goodbye triangles!
  •  
  • Diego Brandão 11 months ago
    Amazing!
  •  
  • blendificus 11 months ago
    !!! amazing!! I hear the trunk calling this patch ;-)....and of course, the ever so awesome Skin Modifier patch. Awesome work!
  •  
  • anandharaja 11 months ago
    wow looking awesome. how can i install that script.
  •  
  • cobrelon 11 months ago
    wow this can make a spore light modeler ^^
  •  
  • Wasa Monkey 11 months ago
    "cobrelon 5 hours ago
    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.
  •  
  • David Klein 10 months ago
    O_o *integrates in his latest build*
  •  
  • Dima DrmD 9 months ago
    That's amazing :)
    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 ^_^
  •  
  • Giovanny Arce 4 months ago
    If this is mixed between Bmesh and Unlimite Clay of "ThinkerCode" this could be just like Dynamesh or even better.
  •  
  • MoolahNasreddin 3 months ago
    Hello Nicholas!
    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?
  •  
  • Matthias Eckhardt 2 months ago
    nice feature
    even though i'm using maya now, i love the way how blender is getting better and better
  •  
  • boyel 1 month ago
    this is cool, from the boolean thing to the lego block style. SUPERB!
  •  
  • gombabacsi endi 2 weeks ago
    an idea: the modifier signs the sharp edges as sharp and crease them to sharp, so we can use this in edge split and subsurf modifiers
  •  
  • wax78 2 weeks ago
    I rally want this modifier ^^
  •  
This conversation is missing your voice. Take five seconds to join Vimeo or log in.

Advertisement

About this video

MP4
00:05:22
  • 640x320, 13.31MB
  • Uploaded Mon March 21, 2011
  • Please join or log in to download
1 Related collection

Statistics

Date Plays Comments
Totals 27K 70 28
Feb 23rd 15 0 0
Feb 22nd 51 0 0
Feb 21st 75 0 0
Feb 20th 102 0 0
Feb 19th 101 0 0
Feb 18th 138 0 0
Feb 17th 262 0 0