[Bf-committers] Some ideas for improving the Remesh Modifier

Brecht Van Lommel brechtvanlommel at pandora.be
Wed Jul 31 16:27:36 CEST 2013

The difference with the current remesh tool is bigger than the things
you mention though, those are features that could be on top of an
implementation, but to get such good results you changes to the core
algorithm. Instead of giving just an even tessellation you need
something that follows the mesh shape well.

For some state of the art papers see here:

What it comes down to is that you use some direction field on the mesh
that indicates the desired direction of the edge loops. On boundaries
this follows along with the boundaries, in other places this can
follow curvature or user defined directions. The trick then is to
generate a quad mesh that fits to that direction field well, following
the features of the mesh and placing irregular vertices in the
expected places.

Fitting a mesh to such a direction field is what the good remeshing
tools in other applications do, I don't know the exact algorithms they
use, there's a few different ones published and maybe some software
invented their own, but it's the general idea. I don't think patching
up the current algorithm will get us anywhere close.

On Wed, Jul 31, 2013 at 3:11 PM, Gaia <gaia.clary at machinimatrix.org> wrote:
> Hi;
> Today i found an example for the remesh tool used in Z-brush.
> I was amazed about the quality of the resulting mesh which was
> shown in 2 screen shots in this forum thread:
> http://community.secondlife.com/t5/Mesh/Marvelous-Designer-2-Help/m-p/2112393#M22711
> So i looked at the Blender remesh modifier to see how that
> compares.And then i started to develop some ideas. Now i
> wonder if my thoughtsare useful proposals for improvement
> and how hard it is toimplement:
> - Keep holes in mesh open after remesh
>    to better match the original. Apparently
>    this is important for remeshing clothes.
> - Preserve boundary edge shapes
>    So that holes in a mesh keep very similar shaped
>    as the original mesh.Apparently this is also
>    important for remeshing clothes.
> - Preserve boundary locations
>    like above, but also keep the vertices
>    and vertex locations on boundary edges untouched.
>    Thus only reshape the inner vertices.
>    This could be useful when boundaries must match to
>    adjacent objects.
> - Allow the reshape modifier to be used before an
>    Armature modifier on the modifier stack.
>    Right now armature modifiers do no longer work when
>    preceded by a Remesh Modifier. Adding the Remesh Modifier
>    below the Armature Modifier results in the remesh
>    changingdepending on the pose.
> - Allow 'curvature dependent' remesh, such that where the
>    originalmesh has high curvature (like hands of a character)
>    the remesh wouldcreate smaller (and more) faces.
> - Possibly add a vertex group option to manually define
>    changesin the density of the remeshed mesh.
> -gaia-
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