This is awesome!!!, a greate way to model I can see.
EMesh will make this useable too!!!
Here a few points - features you could added and would make it even better.
- Automatic subdividing of faces based on area so you would never loose detail
- Automatic removing and joining of small faces that arnt needed.
- These 2 would be really nice, the user could then pull the mesh about like a piece of rubber never worrying about the underlieing mesh data.
Whole shapes could be draged from a single strand of snot :).
- I could code this BTW.
… also, these would have to be optional with area limits etc. it would be no good having the distortion painting messing around with the mesh structure for say, a low poly UV mapped model.
The biggest problem I have with a lot of these organic/fuzee modeling techniques is that you end up with fuzee/bloby objects too. (subsurf - preCreases) ans other packages that use the paint/drag allong normals
An awesome solution would be to have different brushes, there are some options for implimentation too.
Bitmap brushes! - Greyscale tga’s or somthing like that, would be a pain to code I would think but once done you could make a heap of different shapes, You could have all sorts of shapes, bullet dints- pot holes- cracks as in a wall,
With the added extra that ANY existing height map could double as a brush for high res meshes.
This would be nice because you could have chisel like shapes that didnt result in soft edjes- or spikes by the same tolten.
Wow- I just had another idea, you could use an RGB image (like a normal map)
so instead of having Black = low and White =High,
Each pixels color value (r/g/b) would represent a direction in 3D space.
THIS WOULD BE SO COOL- Just think
If this was coded in- any person with an image editor could invent brushes that would Twist, narrow, broarden- spin any way in 3d space- and all as a brush.
Other types of brushes involve a more mathamatical approch, though I think if bitmap brushes were implimented, you may have no need for any other kind (especialy since scaling the area bitmap brushes affect in 3D space wouldnt be hard once the rest was implimented)
Math would be faster then bitmap, but mabe not that much faster- randomization might be nice- like fractal brushes, or brushes that changes there properties as you painted, (Pressure sensitive from a wacom pad!!- No IM going too far now.) but it could be fun to fiddle with.
What might be nice is a Python/Brush system so users could add in there own brushes- The image/brush could be one of them.
Another optuion could be hardness- Various vert attributes could be used to determine how hard a vert was - Vertex colour being the simpelest.
You could paint balck/while vertex colours to determine how hard dofferent parts of the mesh were, then you could do your mesh deforme painting and only affect certain areas- or use if for artistic ressions.
Could also have dynamic hardness that either increases (like steel) or decreases (like water and cornflower) as you model it.
Hardness could be stored as bone weights too- would be more logical :).
Anyway some food for thaught, But I could code a lot/all of this too, so mabe we could work on it together.