well, i assume they use the libraries CoMiSo as first stage (the mixed integer quadrangulation, which creates some uv-map like structure for the triangles with certain properties) and then qex which performs the quad extraction. But i am not totally sure though, since the server-side processing source code for that comparision website seems not to be available online.
Hi
for my sverchok / cffi experiments, i wrapped voro++ (for voronoi cells) and carve (for booleans) as CFFI nodes and called them via sverchok from python. Effectively those were some kind of “C-Nodes”, lol… Couldnt you wrap also carve for your boolean system ? I took the carve code from blender / intern directory for this purpose. See here for example:
I did see the video below and wondered if there is a build where it is possible to make such conversions of grease pencil strokes to meshes. If there is such a build around where can be found? Any link?
How come openVDB isnt being used anymore? It seems to give better results than quadri flow
You don’t need a special build, just convert grease pencil to curve, give it some depth and then convert the curve to a mesh. You’ll find the convert option on the Object Menu.
Thanks, did find it already!
the plan is to have both remeshers. OpenVDB is way faster with relatively good results as well
Hey guys !
Whats the actual use of the separate voxel size numeric in the CSG operator list?
When I pick a resample method it basically just overrides the voxel grid of the overall mesh.
I thought it would be more of a “filter width” thing, controlling the crease of only the operations intersections.
Am I using it wrong?
Thx for any hints!
Using yesterdays build on graphicall.
Cant upload a .blend right now, but you can easily reproduce.
Create Box with voxel remesh => append a new box as CSG operation => pick any resample method => play around with the voxel size in the CSG list.
Almost forgot: thanks for your amazing work Martin & Pablo! Loving the progress of the sculpt branch!
ya, that different voxel size implementation unfortunately is not correct (i resample the voxels…) but i dont have enough in-depth knowledge about OpenVDB yet in order to know how to do this correctly. As in which functions to use for this etc.
Might it be better to rename it something like Resolution or Sharpness?
Been working on a stylized sculpt of singer Bjork using this branch (still very early wip), remesh is a dream, I got excited and used eevee for the first time.
Really looking forward to posing tools.
Add option to control de opacity of the sculpt mask
https://developer.blender.org/rBbc7068c4b9130a00116cef52fd5cc27926a63717
Sculpt mask: Mask by normal operator
https://developer.blender.org/rBbad96e5c7c7ed721941e7bf0d96f4b2481052349
Just tried this one but it doesn’t seem to work, the mask goes all over the model, is there any settings to change ?
Edit : I will update the build tomorrow probably or Wednesday, I don’t have internet at the moment
I haven’t tried it yet. I’m waiting for your build…
Yes, and the alternative smoothing algorithm maintains volume, which you can more or less simulate by alternating Smooth + Inflate in Blender Sculpt Mode.
I guess Inflate with autosmooth would be a good alternative as well.
Merlin’s beard, this guy is unbelievable.
Legit! One question, why would you want the old behavior?