Lol, yes, if you do it on the star from Extra Objects, you’ll get a good result from that series of ops, but that’s just coincidence. Obviously we’d want a solution that works for any shape.
Well, this seems more viable than fixing self intersections, so I Guess, I’ll try.
If you’re waiting for Blender to get an on-par replacement to ZRemesher you’re going to be waiting for a loooong time.
I’m afraid so too, but @Jeacom’s Tesselator progress is exciting.
New Inset Polygon Addon
Eh, that was the first one I’ve tried. Make quads only works for quad-compatible tris…
Interesting. The Inset Polygon add-on isn’t available for Blender 2.8 though. It’s not determined yet if it will be updated.
I guess, we’ll need both 2.8 and 2.7x installed for a while. So far ctrl+c ctrl+v works nicely between both so using both is not harder than using two image editors at once, well there’s the problem of shortcuts messing with us, but with some configuration it can be solved.
Anyway, changing subject.
I am working on the new extraction algorithm that works on hollow/open meshes as @Metin_Seven suggested and realized a funny thing
Whould this polygon mode be useful somehow? It looks so hypnotizing…
Update, here’s the best result I could get with open shapes so far.
The problems I still face are:
- It explodes for completely flat shapes since there’s no direction defined on those.
- Corners are not respected.
whoa, it would be an awesome little addon of sci-fi fans of hexagons. With wiremesh modifier it would look just WICKED! Maybe it’s worth to release it as a separate script just for this specific application? Maybe with variable number of edges
I’d be quite happy with the nice triangle distribution, although being able to remesh fully flat meshes and keeping the outline intact would be essential. But I’m not a coder, so I can imagine I’m asking for complex stuff.
I guess I finished the interface. Its really near a release, I wish some extras features could be added but in general it only includes improvements to the flow. I will keep researching ways to reduce singularities and I guess it’s gonna take a while so, better release it soon so users can at least use the better direction field estimator.
Very impressive results!
Nice work! Just watching the algorithm construct the topology is already satisfying.
I was wonder just how to make a chicken coop.
Bet that would look fantastic with a metallic material and explosion animation.
How does this handle non-watertight or non-manifold meshes?
If I were to boolean a bunch of meshes together and were left with the internal mess that this can sometimes (okay, often) leave, what would the result be?