Oh yes, and now the kitsch picture 😉
Well , a quick update regarding UnlimitedClay and LiveClay:
This weekend I have made a few tweaks to UC and got a minor speed boost, remaining still in my todo list to be released is:
-Implement the PBVH tree faces update (the current showstopper and the most performance hungry step).
-Fix some issues regarding PBVH leaves border faces that seems to get double sculpted.
-Implement correct undo/redo.
Once tackled those issues the patch will be ready for the wild, though fixing them will take a while, UnlimitedClay is in a more advanced stage than LiveClay currently so some leveraging work must be done in the second one.
Progress has being faster than I initially thougth, 3D principles are the same across aplications despite of its flavours 😉
The face dynamic subdivision with Loop triangle subdivision (and smoothing) is implemented at an estimated of 80%, remaining is few issues with face conectivity but not a showstopper.
I have Implemented also the Star-Flower subdivision scheme for testing purposes but can be usefull in the future too.
Due to the fully dynamic and local nature of 3DCoat the early performance test are quite optimistic, several million polygons are no issues exploting locality correctly and I hope as the implementation advances to further optimize it, also all of this is without CUDA, intel TBB, by pure software solution (the subdivision part) so there’s still room for improvement here 😉
But still there’s a lot of subtasks that must be accomplished before the first iteration of LiveClay get released.
All the best