[Bf-committers] Unlimited clay status

Nicholas Bishop nicholasbishop at gmail.com
Sun Jun 13 04:58:20 CEST 2010


Sounds like more work than it's worth, frankly (how do we turn raw
information about what processor/RAM/graphics a user has into
threshold values?) Better to focus I think on making the settings
simple (as few parameters as possible that do everything necessary.)

-Nicholas

On Sat, Jun 12, 2010 at 10:46 PM, Roger Wickes <rogerwickes at yahoo.com> wrote:
> Maybe, as part of the installation process, we could have a short benchmark run that would give an overall power indicator that your (and others') code could use to set thresholds...or maybe use a user pref. This would help guide the user/code when setting multires, applying subsurf, etc.
>
>  --Roger
>
>
> Check out my website at www.rogerwickes.com for a good deal on my book and
> training course, as well as information about my latest activities. Use coupon
> Papasmurf for $15 off!
>
>
>
> ----- Original Message ----
> From: Nicholas Bishop <nicholasbishop at gmail.com>
> To: bf-blender developers <bf-committers at blender.org>
> Sent: Sat, June 12, 2010 6:47:32 PM
> Subject: Re: [Bf-committers] Unlimited clay status
>
> 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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