On 09/25/14 10:01, Miquel Campos wrote:
Yep, I have to confess, the compound I have published in the list some days ago was done by my mom :P Shame on me ;)

I was about to bring-up your thing (or your Mom's)

and by the way, who/what are Eddy's compounds?


On 7 September 2014 05:14, Miquel Campos <[email protected]> wrote:
Hello,

I would like to share with you my Delta Mush ICE compounds (Or what I guess delta mush is :P). I am pretty sure is not the best implementation of Delta Mush (due my null maths skills ) but it is working kind of OK.  (Very slow that is true  )

This version is using a simple average neighbours smoothing (I think this is a uniform Laplacian), without any weighted average. That means that can cause smoothing artifacts if the mesh have big differences between the smallest and biggest  polygons. This artifacts normally show up with higher mush iterations.

One little trick that I found is apply a relax before apply Delta Mush.  So this uniform a little the size of the polygons

Also I found Delta mush is very impressive when you only have 1 deformer x Point. is like Voodoo magic ;)

Regarding experiments and errors, If the smoothing at origin is different that the smoothing in the final, you can control how much the detail is washout or exaggerate. I call it the body-builder effect.


I hope you like it! 

if you have any improvement or smoothing  algorithm, please share it :)

Cheers,
Miquel 

PS: you need to activate the delta mush in the sample scene. Check the Second ICE tree in the animation stack.
PS2: Eddy share your OCD compounds, we want it!! ;)


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Miquel Campos
www.miquelTD.com




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