+1 This is something I have been waiting for in Blender for a very long time. Currently if you want to add noise to a mesh you need to use displacement and a texture. Even if it only reduces this step it would be well worth it because the displacement modifier is really slow.
Can't wait to test this out. :) -Andy On 15/02/2014 21:01, Patrice Gmail wrote: > Hello, I have submitted a patch for a proposed "noise modifier". Hope > it gets some (positive) feedback ! And a question regarding deform vs > non-deform modifier is included at the end. Many thanks. > > Here's what it does: > > The "Noise Modifier" will make it possible to add some randomness into > mesh objects, duplicated objects and arrays of objects. > > It may be used in one of three modes, or scopes. > > In vertex mode, each individual vertex will be shifted by a random > amount, somewhere between zero and the set maximum. The probability that > a given vertex is altered can be defined, and the scope of the modifier > can be limited to a vertex group, with vertex weight acting as a > multiplier to the translation. > > In whole mesh mode, the mesh is transformed as a whole, while it's > origin remains. Transformation may be a combination of translation, > rotation and scaling. This is mostly useful when duplicating objects, > either with Shift-D or Alt-D. However, for each object to have it's own > random transformation, the "Use ID as seed" checkbox must be used. > > Finally, the loose parts mode is used mostly with arrays of objects. > Indeed, this appears to be the only way one can add randomness into > arrays, due to the way the modifier stack operates. Each loose part, > i.e. set of vertices connected by edges, will be transformed as a whole. > > I do have one area where I would like the advice of experienced > developpers, that is whether to make it a deform or a non-deform > modifier. In theory, it is deform only, meaning vertices are just moved > around, never created, and neither are edges and faces. But deform-only > modifiers receive as input an array of vertex coordinates, not the > actual BMVert objects. For Vertex mode and Whole Mesh Mode, I could do > with a deform-only modifier, which is probably a lighter modifier in > terms of memory usage. But for loose parts mode, I need to identify > loose parts by walking the mesh through BMW_CONNECTED_VERTEX, which I > did not manage to do with deform-only. So I switched to non-deform > modifier. Don't know exactly how much of an issue this is. > > Other than this, the only features that are not included at this point > is rotation and scaling in loose parts mode. It will require finding the > bounding box center for each loose part. > > > _______________________________________________ > 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
