Relaxation patch

Hi guys 🙂

As you may know, recently I have being working on several relaxation
algorithm that prove to be useful for mesh editing to extend functionality of the current smoothing algorithm implemented in Blender. Well, I have made a patch (link to the patch) with the two best relaxation algorithm I have being working on, the Improved Laplacian relaxation, with no shape shrinkage and the HC relaxation with low shape shrinkage.

The feature is fairly easy to use and it has toggable shape border
preservation.

Hope you like this
Farsthary

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Relaxation patch

36 thoughts on “Relaxation patch

  1. Blendiac says:

    Beautiful! Thanks, Farsthary! Great to see the improvements keep rolling in! This will really help keep my meshes sane. I’m looking forward to tryin Loopduplicate’s build and seeing this patch in trunk!

    Like

  2. zeauro says:

    Relaxation is really impressive.
    Preserve border option is really cool.

    Will you submit patch to trunk, soon or will you still improve it during Unlimited Clay development ?

    Like

  3. Peter says:

    That is what I expected from some time now! but can you tell to us, noncoders how to install a patch? or maybe give a link to a tutorial or document that explains that?!

    Like

    1. farsthary says:

      In windows install TortoiseSVN, rigth click on the source forlder and select apply patch, that easy, but more easy is just download a precompiled build from Graphicall 🙂

      Like

  4. kilikoro says:

    Hi, if I understand you said that UC stay the same but you just improve some relaxation codes that are more suitable with UC.
    If someone apply the patch and the old UC, would we see big difference with the original UC??
    sorry for my english

    Like

  5. kike sanz says:

    hey raul exactly what does uc mean 2 you?
    is uc just dynamic tessellation or will it be like the tessellation in nvidia demos.
    in the nvidia demos when an object is far away object will be have simple geometry
    but as camera gets close up to a house for example you get complex geometry.
    i have not experience using sculptris,3dcoat like software but will uc let me create
    extreme detailed model but apply topology to use for animation without worrying aboutbad deformations because of the triangles.
    sorry if my question does not have anything to due with post.
    keep up the good work farsthary.

    Like

    1. FreeMind says:

      UC is nothing more but an automatic topology editor. It edits the topology while you sculpt, so you never run out of polygons for more details. It has nothing to do with the distance from the camera.
      try out sculptris, it’s free. You will see exactly what it does.

      Like

    2. vitos1k says:

      this feature called dynamic subdivision for displacement and it used in Renderman compilant renders like Aqsis and 3Delight. But you can’t displace mesh without displace information, so actualy you should define displacement information with you shader. UC gives you ability to model your mesh with as much detail as you want without bothering subdiv levels

      vitos1k

      Like

  6. kike sanz says:

    tried out sculptris its incredible now i cant wait for uc in blender.
    will uc use any of that voxel stuff? when using sculptris even at a couple of million triangles i felt almost no lag time.

    Like

  7. Peter says:

    Hey, Farsthary, can you update the Laplacian patch for the new builds, it doesnt seem to work with them right now, seemed some files in the Blender changed paths … now there is a build with the ability to sculpt on shapekeys and the mirror and subdiv modifiers are enabled again in sculpt mode, so the only operator we need for seamless character/shapekey modeling and sculpting is your great laplacian smooth algoritm! I really cant live without it nowadays! Thank you for your great work.

    Like

  8. Psy-Fi says:

    Hi Raul, working on relax brushes for uvs for blender right now (GSOC 2011 onion branch) and I will use your code (with attribution of course 🙂 ). One thing I noticed: line 101 you need not zero out the Temp_VertexData variables, since you allocated the memory with calloc. Other stuff: apparently mirror modifier detection will kick in for any position of the mirror modifier within the stack, which may not work(Or it may work with derived mesh vert tagging using original vertex custom data layer for the check and perhaps some non-constructive modifiers pre-mirror). That’s all for now, thank you for your great work 🙂

    Like

      1. Peter says:

        OH, I am so sorry about the posts I made earlier – it was a virus, so please, delete it! it was posted automatically so I wasnt able to control it! I wanted to ask you to update your laplacian algorithm for the bat3a builds(from graphicall), please! I am currently making a special model system for Blender that is awesome, and, if everything goes well I will post it for a free download in the new ears eve! But my system can be greatly benefitted from your smooth algorithm, in fact, it is the only missing function that actually is a superior times saver when it comes to character modeling

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