Tiny good news

Hi all
Still on paperware but I start to understand better the modifier system, and limitations are fading slowly but fading anyway 😉
Implementing Unlimited Clay as a modifier seems the best solution and I hope will speed things a lot, though will not be an easy task for me (unexperienced dev on modifier/meshes) it will prove to be a school on one of the main blender areas, so I will take the defy 🙂 .
Yes, I’m with new strength and getting out of the dark mood 😛
By the next week I will participate in a two weeks summer classes on “Interactive High-Quality Rendering” by Paul Guerrero (http://www.cg.tuwien.ac.at/)
The course will cover wide areas like Rendering ecuations, Monte-Carlo techniques,BRDFs,Precomputed Radiance Transfer, Virtual Point Lights and Lightcuts.
It will be a great momment to mind rest from Unlimited Clay but at the same time keep learning and sharing with the excelent crew of the UCI college in Havana 🙂 after that I will return to modifiers and meshes.
The rest of this week I will be reviewing and improving a very interesting patch that Stephen has send me about adding dynamic spring arrays to SPH particles 🙂 !
Cheers Farsthary

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Tiny good news

A dark mood

Hi guys

sometimes in my development cycles I enter in dark moods, I get trapped in closed circles and feel I don’t have the necessary skills to make the jump.
The Unlimited Clay as a PROTOTYPE is nearly done, what it miss are a better relaxation/subdivission to get cleaner polygons and not stretched ones, and few other tweaks like making the actual radius larger than the visible one to get proper details at brush edge …. but those are minor issues compared with my current main task … transform the prototype into a production ready tool, it means that it have to work fluently with high polycounts at speed in the order of the sculpt stroke tool: improve the speed of the realtime unlimited clay.
But the current solution is reaching its limit, the main problem is that the base Blender mesh system is STATIC everywhere I look, is very difficult and slow in high polycounts to add new elements.
I hope in the future that BMesh will target also dynamic meshes, because although Blender could handle higher polycounts than Sculptris, in therms of adding new elemts to a highly subdivided mesh it slow down to crawl 😦

I will start exploring new path like the Modifier way … but there’s to much I still don’t know about how modifiers work and I’m reaching the point where I need external help.
I want to thanks Nicholas Bishop for his advices.
Hope soon I could come back with good news.

PS: And because all bad things come together, this saturday my PSU got burn!!! the heat in my room was awfull at noon, and luckily I have my PC case open so I could react very fast and avoid further damage to the rest of the components 😛

Cheers  Farsthary

A dark mood

Getting there…

Hi all 🙂

Wow! when I entered today my blog I was very happy to get birthday congratulations from all over the world!! and in return I have a good news 🙂
Thanks to Nicolas Bishop’s advices I was able to solve some serious memory errors that prevented to implement Unlimited Clay with real-time  feedback as should be, here I show you a third video test with real-time update. Previously you had to wait to release the stroke to get the mesh subdivided, now is done as you sculpt!

Still not finished, I have to perform several optimizations because as Nicolas told me, the whole sculpt system is not geared toward dynamic topology, so I have to code that in a hostile environment 😛 But everyday I get more convinced that there’s nothing impossible in Blender 🙂

Cheers Farsthary

Getting there…

Known issues

detail control, it could require several strokes over the same place to achieve the desired subD
Hi guys 🙂
1) The topology does not update untill i let
go of the mouse. So it’s hard to see what i’m
doing.
2) The detail slider seems to be doing absolutely
nothing, and the polygons i get from small trokes
is extremely far from enough.
3) When starting from a cube and drawing on it, the
cube subdivides once and turns into a ball instead
of letting me add detail to the face.
4) If i draw a small stroke on a low poly model, it
subdivides the whole face and makes a huge lump
instead of my little details.
5) The topology gets really messy. Sculptris
allways has really clean proportional triangles.
I think it should ditch the quads and go with
triangles instead.
6) No undo.
Yes, I’m aware of those issues, some of them are
easier to tackle than others, my first goal was to
achieve dynamic subdivission no matter the
workflow, then adaptive subdivission, and only once
those goals achieved, I will be focused on workflow
😉
because although the workflow made the difference
from the user standpoint, from the dev standpoint
is just the make up of the tool.
1) Yes, realtime update do make a difference, but
at high polygon counts updating them in realtime
could be a pain, so is better to have it toggable
2) For me it do works….detail 0.05 gives lots of polygons, and if
are not enough just get closer…. if detail is set
to 0 (which currently I have disalowed) always will
subdivide. But currently when edge size get smaller
than the detail size it wil stop subdivide ….
:confused:
3) yes, this is a bug, is because the first time it
enters in sculpt mode , every edge is selected in
editmode, could be easily fixed.
4) it subdivide starting from the base mesh, I know
the current mesh system is not idoneus, that flagg
is due to the current mesh system, not to Unlimited
Clay, … sculptris has a cleaner and better mesh
system (and also less flexible), the workaround
could be set to improve the Mesh subdivission tool
(outside Unlimited Clay but doable), it will
require more time, but the good news is that is
just plug an play and better subD algorithm
automatically will work with Unlimited Clay , and
again, there’s not much user case when you want to
sculpt a really low poly model, a good advice is to
start after one or two subD modifier applyed to the
mesh.
5) Related with issue 4, current mesh subD
algorithm, some relaxation could be implemented.
6) yes, this is very important, and I think is
related with the events …. need someone
experienced in that … or just time.
Is a work in progress, and I thank every feedback and help
Cheers Farsthary.
Known issues

Group restrictions patch in trunk

Hi guys!

A short update, Campbell has just committed to trunk a modified version of my Group Restriction patch, this patch add the possibility to manage groups as layers in the Outliner, toggling visibility,selectability and renderability. This will prove handy in really complex scenes. Thanks Campbell!

Yay! Farsthary

Group restrictions patch in trunk

Quick documentation

different brushes give different effects

Unlimited clay provides two new propeties of the sculpting brush:

Detail: controls how many polygons should be added, smaller values subdivides more the underlying mesh while higher values subdivide less. It represent the fraction at which, if an edge under the brush radius get bigger, then that edge will be subdivided. Once every edge  in the influence radius is smaller than the detail, then they won’t be subdivided further unless you decrease the detail factor and or change the brush scale/zoom radius.

Smoothness: Controls the subdivission smoothness, from no smoothness (0.0) where new detail don’t change underlying mesh topology to maximun smoothness (1.0) where new detail add curvature.

I have committed those changes to my branch, so get sync 😉

and here’s a new patch

Cheers  Farsthary

Quick documentation