New spring-based mesh relaxation algorithm for Unlimited Clay

Hi all! πŸ™‚

Last week I announced to the dev mailing list that I was working on a new relaxation algorithm for improving the topology of Unlimited Clay: it is still under development/research but I’m getting pretty nice results and the main advantage is that the method will converge to the correct topological solution from any equivalent starting mesh configuration …
in plain english it means that it could clean and make as even as possible your mesh no matter how cumbersome you have made it πŸ˜‰

see for yourself, i have made a simple test comparing the current smooth vertex tool and the new spring relaxation algorithm

Hope you like it

New spring-based mesh relaxation algorithm for Unlimited Clay

27 thoughts on “New spring-based mesh relaxation algorithm for Unlimited Clay

  1. Hmm, I knew you had a plan for world domination! Why dont you go straight to the point and make Blender model just by voice commands? Like “make a little green alien”?


  2. n-pigeon says:

    I want this relax modifier and tool based on it in my toolset for modelling! It could be awesome tool not only for unlimitedclay! πŸ˜€ What I see here its faster and as good as relax addon.


  3. Andreas Galster says:

    Oh man dude this is so awesome … Whenever I see one of your videos I want to sculp, sculpt, sculpt until my fingers bleed! I wish we would have this already into trunk :(. Your projects are really the best out there! Thanks for your commitment :)!


  4. Marcus says:

    the video was a bit too fast for my eyes.
    I would like to see this on a real model. To me it seems that it makes really big changes to the shape of the original, but shouldn’t it just move the vertices along the surface instead of changing it?


    1. Hi πŸ™‚

      It do moves the vertices along the surface, there’s several approaches to perform smooth/relaxation, one that preserves edges (in open shapes) and the other that don’t prevserves the edges and both have different use cases. For Unlimited clay I don’t need to care about edge preservation because what I really need are good polygons, as even as possible , in either case I don’t think there’s a relaxation out there that does not change the base mesh … for those cases exist remeshing: you build an entire new mesh with similar shape but a new topology under the hood.
      The current smooth verts tool in Blender does not preserve edges either and it tends to shrink the shapes, this implementation is stable enough to not srink volumes after the solution shape is reached πŸ™‚


  5. FreeMind says:

    I believe/Guess on what it will do:
    1) The smooth brush will work a lot faster with this, and will smooth everything out as quickly, no matter how much vertexes there are under the brush.
    2) Unlimited clay will use this to smooth out the topology, and it will add the displacement on top of that. It will allways perform smooth-redisplace-smooth-redisplace, so the model won’t loose any detail, but the topology will be extremely clean.

    Am I right, Farsthary?


    1. 1) is fast but there’s no tool that don’t get performance in some proportion to the number of verts under the brush, is mathematically impossible πŸ˜‰

      2) yes, that’s the main reason why I develop this but if prove useful I could separate it to be reusable to other parts of Blender that need smoothing tools.


      1. FreeMind says:

        Bt “Smooth everything as quickly” i meant that you are required to crack up the strength to smooth out parts of the model where the topology is more dense.
        For example, if a human face is high poly, and the back of the head is low poly, the current smooth would collapse the back of the head into the face.

        Thank you for your hard work.
        You are my favorite dev.


  6. Nik says:

    Now this is great! One of the more important pieces of the puzzle for Unlimited Clay are falling into place! Proper relaxation has been a big problem until now, but this seems to have it covered quite nicely.

    Another great part is how improvements like this could be used in other parts of the software like regular EditMode/SculptMode mesh editing, or perhaps as a modifier.

    All of this spring stuff is pretty interesting!


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