Particle Surface Polygonizer patch

Hi all 🙂

Stephen Whitehorn has recently made lots of refining and progress on our surface polygonizer patch, we’ve been working on this since long ago with some stalled periods 😉 he has recently refine and upgrade the code for a recent version as he has posted on his site:

hope you like it 🙂
Cheers

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Particle Surface Polygonizer patch

2 thoughts on “Particle Surface Polygonizer patch

  1. Hi, Raul!
    I’m glad to see you’re making such a big progress in 3d Coat project. And this Particle Surface Polygonizer was really suddenly 🙂
    Thanks a lot for this surprise, guys! 🙂

    Like

  2. zeauro says:

    Hi, Raul!
    I did an OpenGL render of a fluid particle system using this particle surface modifier.

    The patch is great.
    I ‘d rather use a lot of particles to have coherent fluid details rather than plotting settings.
    Stephen said on his blog that his system is windows 32 and it is why the patch does not support multithreading.
    So, particle modifier seems good to produce viscous fluids.
    But for thin fluids, detailed drops, we need to increase resolution or space used by particle system (which means more particles to maintain density).

    We need resolution between 42 to 64 or amount of particles between 70 000 to 120 000 to obtain a result similar to Nils’ fluid simulation.
    If we can not use it with multithreading, we can’t do complex fluids in less of 2 days of baking.

    Could you help him to make a patch version that support multithreading ?

    I also posted a .blend file on Stephen’s blog.
    http://www.pasteall.org/blend/9620

    I think that it should be better to make the modifier using several particle systems for additions / soustractions.
    We could use a key system for particles from another emitter.
    Different Color for flows could be set by point density textures.

    Like

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