Hi all :) This end of the year /new year will be full of surprises and good news ... I hope that. ;)
Regarding Unlimited clay I have very good news and also a new surprise development in particles simulation field ... but sorry, you will have to wait a bit more for that ;) I have a very low bandwith and in order to upload a new video I have to do wonders to shrink and split it in dozens of parts and send it by email to my friend Lapinou ... so new videos are staking here :( Is now the turn of the test smoothing/relaxation algorithm I have being developing last week: Blender currently have implemented three smoothing/relaxation algorithms (not counting the subdivission surfaces because it changes topology but the output of that algorithm is also a smooth surface) the smooth vertex editmesh tool, the relax addon and the UV Minimize stretch tool. I want to point out that there´s not the ideal relaxation algorithm valid for every object, every relaxation scheme has advantages and disadvantages over others and are more or less suited for the task. The smooth vert algorithm is an all around average solution, is called laplacian relaxation in the field and while is a very stable method it suffer from an exesive shrinkage effects of the shapes. The relax addon try to solve the shrinkage issue and is very good on that, but is somehow slower since is based on shrinkwrap and laplacian smoothing. the UV minimize stretch tool perform a different relaxation: is based on smoothing angles, not edges, and while is very useful for many cases, is not valid for others (see my test video). Currently I have implemented four algorithms more (eventually I will only stay with two of them only) 1) edge - spring relaxation: it acts push/pulling verts of the mesh based on elastic forces , very good on retaining original shape much with no shrinkage, is very similar to other cases but have some ill outputs. 2) revised ideal length relaxation: is very similar to the spring relaxation and acts in a similar fashion, without many of the ill cases that affect the former. 3) revised laplacian relaxation: this one, since is based on the original laplacian, is an all around good average solution but with zero shrinkage and much more faster/cheaper than the relaxation addon since don´t have to perform shrinkwrap evaluations. 4) HC - relaxation: taken from the paper "Improved Laplacian Smoothing of Noisy Surface Meshes" this one again is based on the lalacian relaxation with a shrinkage component but very small and needed in the reconstruction cases, this algorithm is very good on smoothing and shape retaining at the same time. all the previous algorithms has boundary/open mesh detection to avoid shape deformation but again that is an optional user feature. In general, every smoothing algorithm perform a tradeoff between smoothing and shape retention: the more shape maintain the less smooth and vice versa, the first three are aimed to shape retention, while the fourth is aimed in the middle, to retain shape and to smooth at the same time. I have made a new video test, this time with a wider batery tests and all the smoothing algoritms, since I haven´t implemented yet for UV I replicate a mesh with a Suzanne´s UV to get an idea of how it may work. please be a little patient since this may take me very long to upload. All the best Farsthary _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
