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

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Fri Feb 18 21:02:54 CET 2011


Thumbs up for suggestion. For group behavior lets just wait for nodal
modifiers, this will be a no brainer with a forgroup loop node

cheers

Daniel Salazar


2011/2/18  <raulf at info.upr.edu.cu>:
> 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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