I like the idea of staying out of the c-code for simplicity and also not requiring a modified version of Blender to use it.
With existing open source meshing tools I had trouble creating organic shapes ( I'd be interested to hear if I missed something here, i'm not very familiar with these tools ) With Tetgen I had trouble getting nice low element-count meshes for real-time simulation in an efficient manner. But maybe a script that integrates Tetgen with blender will make this easier, because much quicker iterations can be made, adjusting the surface mesh in blender and seeing the result right away. I think i'll give that a try first. Thanks for all your comments! Iman On Fri, Nov 8, 2013 at 6:22 AM, George Robert Anderson < [email protected]> wrote: > I'd agree with that assessment. I've never encountered much, if any, need > for manually editing an FE mesh, and Blender users are even less likely to > need that. I would encourage Iman to try implementing an importer and > exporter as a Python plugin. I think you can do everything short of > point-and-click extrusion with some relatively simple scripts (maybe a few > 100 lines). Remember that with Python you have access to the low-level mesh > operations via bmesh. Once you scope it out there and demonstrate the use > cases, you'll have a better shot at getting support from the developers. > > George > > четверг, 7 ноября 2013 г. пользователь Brecht Van Lommel писал: > > > I'm not so convinced about adding editing support for such a data > > structure to Blender now. I can see the point of simulation tools > > generating or storing such volumetric elements, but going all the way > > to edit mode and BMesh seems like it would add a ton complexity to the > > mesh system, for uses cases that Blender is not focused on (CAD). > > > > A Volume primitive in addition to a Mesh does makes sense to be, but > > something based on regular grids is more standard for Animation and > > VFX. Tetrahedral meshes might be used in some simulations there, but a > > manual editing system for them I haven't heard of, they tend to be > > automatically generated from a surface mesh. Manually editing and > > doing topological operations like BMesh seems too specialized for > > Blender to support. > > > > Brecht. > > > > On Thu, Nov 7, 2013 at 10:51 PM, Iman Brasseur <[email protected] > <javascript:;>> > > wrote: > > > Hi everybody, > > > > > > I'm looking into adding support for volumetric elements in Blender. The > > > idea is to be able to create and export meshes for finite elements that > > > contain tetrahedral and hexahedral elements. To create such meshes one > > > could start for example with a single tetrahedron. Then when selecting > a > > > triangular face, instead of extruding the triangle as a wedge-shaped > new > > > surface, it would create a new tetrahedral element that shares 3 > vertices > > > with the original tetrahedron. > > > > > > Going through the source code, I thought I should start with > > bmesh_class.h > > > and add (next to the BMVert, BMEdge, BMFace) a new element type BMVol > to > > > add the new volumetric element there. Does that seem like the right way > > to > > > start? Any quick hints to pieces of code I should look at would be > > greatly > > > appreciated! > > > > > > Thanks! > > > > > > Iman > > > _______________________________________________ > > > Bf-committers mailing list > > > [email protected] <javascript:;> > > > http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > > Bf-committers mailing list > > [email protected] <javascript:;> > > 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
