[Bf-cycles] 2.66 plans

Brecht Van Lommel brechtvanlommel at pandora.be
Fri Nov 30 06:15:04 CET 2012

While I agree there are many interesting ways we could improve
modeling, this isn't the right mailing list to discuss it, bf-funboard
would be better.


On Fri, Nov 30, 2012 at 5:13 AM, Cal McGaugh <cal at cal3d.com> wrote:
> Hi all,
> I am starting to use TopMod, and found this on page 1 of the User Manual:
> "We believe that the popularity of polygonal modeling comes from
> one of its under-appreciated advantages over other modeling approaches.
> If the polygons are not triangles or quadrilaterals, the
> faces are not geometrically well-defined. With geometrically illdefined
> faces, self-intersection becomes meaningless. So, any commercial
> system that allows general polygons does not check selfintersection
> and avoids the cost of self-intersection computation
> which can considerably slow down the application during interactive
> modeling.
> The omission of automatic self-intersection avoidance is typically
> not of concern to most users, since they can easily avoid selfintersection
> manually. Given a choice users usually prefer interactivity
> and higher speed in their applications.
> On the other hand,
> when users become more advanced, their main complaint becomes
> the limitations of the tools. For instance, opening a hole or adding a
> handle can require huge amount of manual work. Therefore, modeling
> a very complicated shape with huge number of holes and handles
> can be an uphill task even for experienced users.
> The limitations of the polygonal modeling tools in commercial systems
> stems from polygonal mesh representations.
> Most commercial
> systems, for convenience, allow many non-manifold representations
> and manifolds with boundaries. Several manifold representations
> that are particularly useful for algorithm development are
> not considered valid even if the underlying data structure can support
> them. These decisions make sense in the early stages of commercial
> system development but eventually become a burden for
> tool development."
> My question is,  is this type of modeling something that could/should be
> added to Blender?
> I can always export a mesh from TopMod to Blender, but thought this might be
> something to consider.
> Thanks,
> Cal McGaugh
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