[Bf-committers] Inverse Shrinkwrap? (only "keep above surface")

raulf at info.upr.edu.cu raulf at info.upr.edu.cu
Fri Feb 18 16:32:34 CET 2011


Hi

May be my recent released relaxation patch can help
http://www.box.net/shared/ddhtfnsq75


>
> HI guys!
>
> As I see it, shrinkwrap is lacking of two things that would make it even
> better.
>
> 1_ A Neighboring vertexes smoothing factor. This would be done by applying
> a kind of falloff to the affected surface like in these examples:
>
>  http://chrisevans3d.com/tutorials/maya_muscle.htm
>
> 2_ An algorithm that determines that if a vertex movement goes out of a
> certain distance range, those vertexes should be smooth out or its
> movement averaged with the movement of the neighboring vertexes. This
> feature could avoid vertex artifacts with an articulated object, specially
> in projection mode.
>
> Maybe this is too much to ask from Campbell's weekend quick fix, but you
> never know when Jaguarandi is reading :p
>
>
>> Date: Fri, 18 Feb 2011 14:26:55 +0100
>> From: tobias.oelgarte at googlemail.com
>> To: bf-committers at blender.org
>> Subject: Re: [Bf-committers] Inverse Shrinkwrap? (only "keep above
>> surface")
>>
>> Using a group of objects could be useful, but if it's not done for
>> multiple objects, you still can just apply multiple shrinkwraps in "keep
>> above only" mode to achieve more or less the same result. In many cases
>> it would be just one "collision" object and fine. Of course groups of
>> objects would move the vertices more correctly. But as you said: One
>> step at a time. The first one alone would already be great.
>>
>> Am 18.02.2011 14:14, schrieb Campbell Barton:
>> > You're right that this is simple to add and agree it seems very
>> useful,
>> > quick way to reducing intersections without physics errors.
>> > The main downside I can see, as the verts slide over large variance it
>> > could give visible popping in some cases, though this is no difference
>> > then shrink-wrap for other uses.
>> >
>> > Though it makes me think for this feature it would be even more useful
>> > in production is if the modifier could select a group of objects to
>> > 'not pass through', rather then a single one.
>> >
>> > But one thing at a time, this seems reasonable and if theres no
>> > objections I can add this over the weekend since I made some changes
>> > to this area recently.
>> >
>> > On Fri, Feb 18, 2011 at 12:43 PM, Tobias Oelgarte
>> > <tobias.oelgarte at googlemail.com>  wrote:
>> >> Shrinkwrap is designed to force vertices onto the surface of another
>> >> object. In Nearest Surfacepoint mode it moves vertices either to the
>> >> surface or optionally let it also move outward until they are on the
>> >> surface. So you can work with essential two options. But wouldn't it
>> >> make more sense to include also the possibility that vertices can
>> also
>> >> only be moved up onto the surface and and not moved toward it?
>> >>
>> >> It would allow you to throw a ball against a window, making the
>> vertices
>> >> stop that would pass trough it. There are many possible usages i
>> could
>> >> think of: Bubbles in a glass. Shoes that not sink slightly into the
>> >> ground. Body parts that "collide" with each other, and many more.
>> >>
>> >> Since the algorithm seams to handle this case already -- knowing if a
>> >> vertex is inside or outside the target, for "Keep above surface"  --
>> it
>> >> should be just an additional option. Am i right?
>> >>
>> >> Cases (now):
>> >> * Shrink to Surface
>> >> * Shrink to Surface and move outward for "keep above"
>> >>
>> >> Cases (desired):
>> >> * Shrink to Surface
>> >> * Only "keep above"
>> >> * Shrink to Surface and move outward for "keep above"
>> >>
>> >> Hope this is a little inspiration. It would make shrinkwrap much more
>> >> awesome.
>> >>
>> >> Greetings from
>> >> Tobias Oelgarte
>> >> _______________________________________________
>> >> Bf-committers mailing list
>> >> Bf-committers at blender.org
>> >> http://lists.blender.org/mailman/listinfo/bf-committers
>> >>
>> >
>> >
>>
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