Those who was scared of the cluttering of the UI with new tools popping every time, shall not, as devs, many times we clutter the UI with experimental tools and on going work, so what you see in screen casts are more like our flavor of the software, by no means is the release look. Feedback is very important too, I may say, crucial, because is easy to lost track on artist needs.
So, I decided to clean a bit three floating tools that, altough they have a very different inner algorithms, externaly they may behave very similar, so I’ve merged Decimate-Reduce-Remove Clay into a single Clean Clay tool, with the option to choose among the previous actions of course, so no functionality is lost, just streamlined 🙂
Hi all 🙂
Ok, this is a nice and very important feature 😉 I have improved the algorithm to make the holes reconstruction more smooth and continuous , the artist will have some control over the “smoothness” of the reconstructed mesh.
It does not aim for a “perfect” reconstruction but instead for a “good enough” reconstruction as an artist tool. The reconstruction problem is a multidimensional one that has as many solutions as researchers have the field 😉
I hope you like it!
Note: sorry for the bad screen capture, some codecs problems will solve soon 😛
RemoveClay is a very important tool, it may not be as mainstream as Smoothing, Reducing and Decimation tools for the task but it succeed where the others fail, because what it does is a real-time delete-reconstruct of the local mesh, it means that it can remove mesh defects, split meshes, etc, apart from achieving a decimation and smoothing effect. I’m working toward making it much more powerful tool 😉 while I was offline I also make it much more stable and local curvature-preserving.
Last week two good things have happen to me: the first is that I have built a new development rig PC, aside from the hardware components, is a childhood reminiscent my passion for building and digging into devices 😛 and the second was the arrival of my lost luggage in Moscow airport, I almost have lost hope to see my stuff again 🙂
So, back on track, yesterday night I have made few improvements to the close holes tool: Optional contour smoothing as a pre-process step that will improves triangle density distribution and contour preserving that will remove the crease created by the process, more improvements coming soon 😉
Closing a mesh has never been a trivial task, many research has been spent and as a result several approaches exists, with advantages and disadvantages, the price we have to pay for an unlimited complex world is that nothing is perfect but that is amazing in its own way too!
Back to subject, 2D cases are the simplest, yet a search for that will show a myriad of algorithms to perform a closing holes or to triangulate a polygon but things get even worse in 3D case. Since I knew I will face a huge offline time back in my country, Andrew suggest me that would be good to develop a robust closing holes tool.
Here is the first iteration of it, in order to keep it real time for sculpting, some compromises must be made, we don’t need a full and perfect reconstruction tool, because artist can tweak and adjust the result with other tools like smoothing and they ultimately should have the final word on how the hole should be filled, not the algorithm, but further improvements will be made down the road.
The tool is currently robust enough to close and fill almost any kind/amount of holes in any topology (tough sometimes results are not very beautiful in extreme holes) yet, surely it waterproof your models! be from importing existing models with holes or closing in-house holes 😉 … or even to wipe out entire parts of the mesh! and for removing mesh defects … one step more toward topology freedom 😉
In this video I show some artificial, yet difficult holes, and how the tools deal with them.
Hope you like it.