[Bf-committers] Unlimited clay status
Nicholas Bishop
nicholasbishop at gmail.com
Sun Jun 13 00:47:32 CEST 2010
Hi Raul,
I'm going to write up some docs on the PBVH in the wiki here:
http://wiki.blender.org/index.php?title=Dev:2.5/Source/Modeling/PBVH
Thanks,
-Nicholas
On Fri, Jun 11, 2010 at 11:57 AM, Raul Fernandez Hernandez
<raulf at info.upr.edu.cu> wrote:
> Hi all
>
> A quick status report with good and bad news:
>
> The good first :P
> I'm ready to commit when I get connected again the new patch that add
> the possibility to get realtime feedback as the user subdivide the mesh,
> I have set it as an option, becasue as I have feared for high polycounts
> is still better to have it updated at stroke end.
> I think this kind of flexibility is good, now the user have tree levels
>
> -Normal sculpting (current workflow)
> -dynamic subdivission (realtime unlimited clay) (Low res)
> -static subdivission (non realtime unlimited clay) (Hi res)
>
> The low res and high res threshold is machine dependant and not written
> in stone ;)
>
> And ow the bad one:
> Since the current sculpting system wasn't designed for dynamic topology
> the PBVH tree which is based has no fast update function to handle
> changes in topology without need to rebuild the entire tree, so the
> current solution use the rebuild PBVH tree option that is painfully slow
> for realtime update at relative low polycounts.
>
> But a derived good news is that such a function could be implemented, and
> now that the problem is spotted, is the next goal to achieve.
>
> the new BLI_pbvh_update_mesh() function should insert the new subdivided
> faces/verts in the tree as sugested by Nicholas Bishop ... a question
> though: What is the best expected time for updates in a PBVH tree?
>
> I will preciate the help of the creators of the pbvh structure, a quick
> explanation on how it works could save me lot of time trying to understnd
> it from the plain source code :)
>
> Cheers Raul
>
> Cheers Raul
>
>
>
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