For those that haven’t heard Farsthary just posted a new video on his mesh relaxation algorithm.
Is it just me or does it seem like it would be much faster than the currently implemented smooth?
For those that haven’t heard Farsthary just posted a new video on his mesh relaxation algorithm.
Is it just me or does it seem like it would be much faster than the currently implemented smooth?
I hope that , soon, we will be able to test a build with unlimited clay modifier, sculpt masks, layer and gravity as options for every brush.
It’s probably just you :rolleyes:, both seems very responsive to me. I think you need a much denser mesh in order to determine which is the fastest.
Agreed. Can’t wait until that’s happening… I’m guessing probably not this year though…
@Gustav - The current smooth brush is definitely not overly fast. Also I don’t think he used the actual sculpt smooth - I think he used the vertex smooth option from the edit menu…
the triangulation in the last example was sick. neat.
i dunno, when i think of smoothing, i don’t think of ‘springing the mesh back to an arbitrary flat even original topology’, i think of smoothing out the high frequency details, but preserving the general low frequency shape - smoothing the bumps but not modifying the underlying appearance. Would be more illuminating to see tests that tackle that problem. But i’m not a sculptor, so hey…
When working with unlimited clay it’s likely to generate lots of areas where polygons are gathered. Then this is really nice to keep an even area of polygons.
Now I have a clearer image of what the smoothing tool does
Brenner: In case you didn’t notice, he sped up the video quite a bit. So it might just seem like its faster. Hopefully it is.
I did notice that… I was comparing the speed shown of the current smooth - with Farsthary’s new smooth technique. The difference isn’t huge (because the mesh is so small) but it did seem like the new version was faster…
I always wished subsurf retained the shape of the lo res model like this.
Farsthary has posted a bunch more smoothing algorithms here:
There seems to be a trade off between the amount of smoothing done and retaining the original shape. The last algorithm - HC Relaxation - seemed like it had the best trade off between effective smoothing and still keeping the shape some what recognizable.