[Bf-committers] Particle surface reconstruction issues (Farsthary)
Vilem Novak
pildanovak at post.cz
Mon Nov 9 22:17:14 CET 2009
That's actually not true, since Jiri Hnidek (maintainer) converted metaballs to 2.5.
last commit from him I found:
http://lists.blender.org/pipermail/bf-blender-cvs/2009-August/021372.html
VN
> ------------ Původní zpráva ------------
> Od: joe <joeedh at gmail.com>
> Předmět: Re: [Bf-committers] Particle surface reconstruction issues (Farsthary)
> Datum: 09.11.2009 20:36:38
> ----------------------------------------
> Metaballs havn't been maintained in a while; and I suspect they won't
> really do what you want. It might just be easier to write something
> new from scratch?
>
> Joe
>
> On Mon, Nov 9, 2009 at 6:51 AM, Raul Fernandez Hernandez
> <raulf at info.upr.edu.cu> wrote:
> > Hi all :)
> >
> > Check some new videos at http://farsthary.wordpress.com
> >
> > The fluid is performing well so far, I have being able to push it to the
> > current particle limit (100k particle) without much stress (though at
> > those numbers is far from realtime ;) ) and Stephen is working hard in
> > the stiffness code.
> >
> > Currently I wanted to handle the surface reconstruction code but i'm
> > facing some issues:
> >
> > Metaballs could be used as instanced particles but only for relativelly
> > small number of particles but metaballs always return a blobby fluid.
> > For Eulerian fluids (Grid based) is relaively straigthfoward to
> > implement a meshing algorithm using the already discretized domain, for
> > particles based simulations there's a hundred of papers explaining the
> > particle dynamics but very few actually tackle the surface
> > reconstruction and many approaches fall in the cathegory of discretizing
> > a domain with grids.
> >
> > But that's exactly what I want to avoid: using a grid domain for meshing
> > limit the principal advantage of the particle fluid. So the remaining
> > solution is using an octree/kd tree based scene domain, that although is
> > still a discretization of the domain is transparent to the user and
> > there's no need to define a domain at all, and here is where I get
> > stuck.
> >
> > I was reviewing the metaball's code since it performs the way I want
> > (correct me if I'm wrong), it uses an octree to store the metaelements
> > wich define a mathematical density function based on the distance to
> > each metaelement ,and for polygonalization it march trough the cubes,
> > but only the cubes defined in the metaballs.
> > What SPH particles need is similar but with a sligthly difference: the
> > density function is not a mathematical returned value that depends only
> > on distance to the mball centre, the density function should be returned
> > from querying the ParticleSystem Kdtree.
> >
> > Who was the developer of Metaballs?
> > Could someone suggest another approach?
> >
> > Also why metabalss don't support material blending?
> >
> > Thanks in advance Farsthary
> >
> > _______________________________________________
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> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
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