Hey there, I’ve been working in this addon for a looong time and finally I can present the Tesselator Remesher (I wish its a good name LOL), This is a particle system based remesher that convert sculpts into regular meshes.
Although I like to call it a “Quad remesher” I wont lie, Its classified as “Quad Dominant” Remesher, just like isntant meshes, which means it’s mostly quads but with some triangles although It can generate Quad-only meshes by subdividing it in to a quad mesh.
Ok then, noted for next update. shouldn’t be hard to implement, just another particle scale multiplier.
But it means we would have two resolution sliders(Min / Max).
Sure, that’s just for those delicate places like face features, eye leads and all of that stuff, which gets distorted with regular resolution, but setting it so a smaller one will make not-so-detailed areas just a waste of topology.
Good example is this moose’s eye socket, which is dense enough in general, but that rim is distorted due to too big and twisted quads.
Yeah I actually tried to make an automatic scaling factor “Adaptiveness”, you can find it in the advanced settings but it doesn’t always work.
You are right, would be better to manually tweak the scale.
A question: in the above interface screenshot I don’t see a “Pure Quads” option. I assume that mode will be active as long as the Pure Triangles and Quads and Triangles buttons are deactivated?
I’ve made a quick comparison between the Blender add-ons Tesselator and Dynremesh, using their default settings. In terms of even topology distribution, Tesselator / Particle Remesher seems to be the best of the two Blender solutions, using its own algorithm in stead of a combination of native Blender tools (Dynremesh). Interestingly, after subdivision, both solutions show topology artifacts in different areas.
The drawback with local methods is that they never leave a clean mesh, only global algorithms can avoid artifacts and those either harder to implement or slow or both.
Particle remesher is just a “Soap Bubble” simulation so, its a local method and will create artifacts.
I hope I could minimize them enough, my last method barely could be called a quad remesh.
Thats a problem I am trying to get rid of. When the particles form a hexagonal pattern right in the middle of the symmetry axis, there is a chance of they connecting in an asymmetrical way.
I had an Idea of how to reduce the artifacts in the remesh with a post processing algorithm, a quite greedy one, by loop subdivision.
But If I implement that, Sculpt Mast will be pointless since it will remove the singularities that create the density variation.
Would you guys prefer Density Masking or Cleaner Toology?