On the user end, giving directions for the edge loops could be done via a number of ways, I'm thinking grease pencil strokes.
On 31 July 2013 16:27, Brecht Van Lommel <[email protected]> wrote: > The difference with the current remesh tool is bigger than the things > you mention though, those are features that could be on top of an > implementation, but to get such good results you changes to the core > algorithm. Instead of giving just an even tessellation you need > something that follows the mesh shape well. > > For some state of the art papers see here: > http://www.graphics.rwth-aachen.de/person/6/ > > What it comes down to is that you use some direction field on the mesh > that indicates the desired direction of the edge loops. On boundaries > this follows along with the boundaries, in other places this can > follow curvature or user defined directions. The trick then is to > generate a quad mesh that fits to that direction field well, following > the features of the mesh and placing irregular vertices in the > expected places. > > Fitting a mesh to such a direction field is what the good remeshing > tools in other applications do, I don't know the exact algorithms they > use, there's a few different ones published and maybe some software > invented their own, but it's the general idea. I don't think patching > up the current algorithm will get us anywhere close. > > On Wed, Jul 31, 2013 at 3:11 PM, Gaia <[email protected]> > wrote: > > Hi; > > > > Today i found an example for the remesh tool used in Z-brush. > > I was amazed about the quality of the resulting mesh which was > > shown in 2 screen shots in this forum thread: > > > > > http://community.secondlife.com/t5/Mesh/Marvelous-Designer-2-Help/m-p/2112393#M22711 > > > > So i looked at the Blender remesh modifier to see how that > > compares.And then i started to develop some ideas. Now i > > wonder if my thoughtsare useful proposals for improvement > > and how hard it is toimplement: > > > > - Keep holes in mesh open after remesh > > to better match the original. Apparently > > this is important for remeshing clothes. > > > > - Preserve boundary edge shapes > > So that holes in a mesh keep very similar shaped > > as the original mesh.Apparently this is also > > important for remeshing clothes. > > > > - Preserve boundary locations > > like above, but also keep the vertices > > and vertex locations on boundary edges untouched. > > Thus only reshape the inner vertices. > > This could be useful when boundaries must match to > > adjacent objects. > > > > - Allow the reshape modifier to be used before an > > Armature modifier on the modifier stack. > > Right now armature modifiers do no longer work when > > preceded by a Remesh Modifier. Adding the Remesh Modifier > > below the Armature Modifier results in the remesh > > changingdepending on the pose. > > > > - Allow 'curvature dependent' remesh, such that where the > > originalmesh has high curvature (like hands of a character) > > the remesh wouldcreate smaller (and more) faces. > > > > - Possibly add a vertex group option to manually define > > changesin the density of the remeshed mesh. > > > > -gaia- > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
