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Intermediate or edge/face particle creation?
#5
(29-05-2021, 08:24 AM)josemendez Wrote: You can write your own blueprint generators if you wish Sonrisa. I'm currently writing a blueprint generator that uses an intermediate voxelized representation of the input mesh, similar to volume softbodies do and uses it for connecting particles.

- Generates a voxelization of the mesh.
- Generates one particle per voxel, particles in the surface of the mesh, or both (like volume and surface softbodies do)
- For clusters (connections) it uses geodesic distances calculated using voxels. This results in much higher quality connections in concave meshes, specially in parts of the mesh that are spatially close but don't belong to the same region (character legs, fingers, etc).

That'd be really cool, like a best-of-both approach where it can use both surface and voxel representations? Does it prefer surface vertices and use voxels to fill in the gaps?

My thought for surface blueprints was just to create a second generation of vertices in the middle of any face or edge larger than the particle size. We could just keep subdividing the surface until the distance between vertices is less than the particle length, then we have a continuous density of particles but it's still only using the surface geometry and there's no need for internal particles or voxelisation.
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RE: Intermediate or edge/face particle creation? - by Nyphur - 31-05-2021, 03:20 AM