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

Hadrien Brissaud hadriscus at gmail.com
Wed Jul 31 19:14:27 CEST 2013


On the user end, giving directions for the edge loops could be done via a
number of ways, I'm thinking grease pencil strokes.


On 31 July 2013 16:27, Brecht Van Lommel <brechtvanlommel at pandora.be> wrote:

> 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:
> http://www.graphics.rwth-aachen.de/person/6/
>
> 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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