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	<title>Comments on: Adaptive Subdivision Modifier (in development)</title>
	<atom:link href="http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/</link>
	<description>Fresh Blender News, Every Day</description>
	<pubDate>Sat, 22 Nov 2008 13:33:13 +0000</pubDate>
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		<item>
		<title>By: nowherebrain</title>
		<link>http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-317700</link>
		<dc:creator>nowherebrain</dc:creator>
		<pubDate>Sat, 03 May 2008 14:31:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-317700</guid>
		<description>Well "adaptive" means that it will tessellate where and how you define...could be based on distance, weight paint, edge sharpness, ipo, or any combination..this is my guess. This is how it "should" work....I've not used it though. In any case this is some very nifty stuff..."great work" is a sore understatement here....especially if it was coded by one person..."WOW" is my opinion..getting this to a dll will drastically improve it's speed too. 
One question, is it UV compatible....does it preserve UV's?</description>
		<content:encoded><![CDATA[<p>Well &#034;adaptive&#034; means that it will tessellate where and how you define&#8230;could be based on distance, weight paint, edge sharpness, ipo, or any combination..this is my guess. This is how it &#034;should&#034; work&#8230;.I&#039;ve not used it though. In any case this is some very nifty stuff&#8230;&#034;great work&#034; is a sore understatement here&#8230;.especially if it was coded by one person&#8230;&#034;WOW&#034; is my opinion..getting this to a dll will drastically improve it&#039;s speed too.<br />
One question, is it UV compatible&#8230;.does it preserve UV&#039;s?</p>
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	<item>
		<title>By: ygs</title>
		<link>http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-297779</link>
		<dc:creator>ygs</dc:creator>
		<pubDate>Sun, 13 Apr 2008 12:31:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-297779</guid>
		<description>I hope this will be available for SCULPT MODE TOO !

This would be VERY HELPFUL!

Any hope ?</description>
		<content:encoded><![CDATA[<p>I hope this will be available for SCULPT MODE TOO !</p>
<p>This would be VERY HELPFUL!</p>
<p>Any hope ?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mrmowgli</title>
		<link>http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-289056</link>
		<dc:creator>mrmowgli</dc:creator>
		<pubDate>Mon, 07 Apr 2008 20:25:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-289056</guid>
		<description>I like i, sort of like a dynamic LOD?  Why not just use a multires and swap out which one is rendered based on distance from the camera?

Also, how about making it available as a Node or letting Weight Paint modify how many polygons are created on a mesh?

mrmowgli</description>
		<content:encoded><![CDATA[<p>I like i, sort of like a dynamic LOD?  Why not just use a multires and swap out which one is rendered based on distance from the camera?</p>
<p>Also, how about making it available as a Node or letting Weight Paint modify how many polygons are created on a mesh?</p>
<p>mrmowgli</p>
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	<item>
		<title>By: Wahooney</title>
		<link>http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-288513</link>
		<dc:creator>Wahooney</dc:creator>
		<pubDate>Mon, 07 Apr 2008 10:06:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-288513</guid>
		<description>Very, very impressive :D

Wants it!</description>
		<content:encoded><![CDATA[<p>Very, very impressive :D</p>
<p>Wants it!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ataru</title>
		<link>http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-286649</link>
		<dc:creator>Ataru</dc:creator>
		<pubDate>Sat, 05 Apr 2008 11:41:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-286649</guid>
		<description>Whew, that's amazing!  In theory I like this idea even better than the demolition script.  Keep up the good work, Mr. Kostack!  I'm downloading it!  ;-)</description>
		<content:encoded><![CDATA[<p>Whew, that&#039;s amazing!  In theory I like this idea even better than the demolition script.  Keep up the good work, Mr. Kostack!  I&#039;m downloading it!  ;-)</p>
]]></content:encoded>
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	<item>
		<title>By: Master Hoshi</title>
		<link>http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-286231</link>
		<dc:creator>Master Hoshi</dc:creator>
		<pubDate>Fri, 04 Apr 2008 21:40:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-286231</guid>
		<description>A LOD modifier would be very useful since you could actively decimate.  Would probably be slow though.</description>
		<content:encoded><![CDATA[<p>A LOD modifier would be very useful since you could actively decimate.  Would probably be slow though.</p>
]]></content:encoded>
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	<item>
		<title>By: panzi</title>
		<link>http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-286125</link>
		<dc:creator>panzi</dc:creator>
		<pubDate>Fri, 04 Apr 2008 18:29:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-286125</guid>
		<description>Awesome!
For me this is mathemagic.</description>
		<content:encoded><![CDATA[<p>Awesome!<br />
For me this is mathemagic.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: roofoo</title>
		<link>http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-285991</link>
		<dc:creator>roofoo</dc:creator>
		<pubDate>Fri, 04 Apr 2008 15:37:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-285991</guid>
		<description>@Schnappi: Actually it's the opposite of LOD. LOD reduces poly count as objects get further from the camera. This takes a mesh and adds more detail to the mesh when it gets close to the camera. Big difference.</description>
		<content:encoded><![CDATA[<p>@Schnappi: Actually it&#039;s the opposite of LOD. LOD reduces poly count as objects get further from the camera. This takes a mesh and adds more detail to the mesh when it gets close to the camera. Big difference.</p>
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	<item>
		<title>By: Kukanani</title>
		<link>http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-285936</link>
		<dc:creator>Kukanani</dc:creator>
		<pubDate>Fri, 04 Apr 2008 14:16:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-285936</guid>
		<description>Interesting.</description>
		<content:encoded><![CDATA[<p>Interesting.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Schnappi</title>
		<link>http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-285888</link>
		<dc:creator>Schnappi</dc:creator>
		<pubDate>Fri, 04 Apr 2008 13:14:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/04/04/adaptive-subdivision-modifier-in-development/#comment-285888</guid>
		<description>damn, that sounds like a typical LoD implementation for games.
Im not sure if it is useful at the end for animation projects but still it shows how powerful blender really is. :)</description>
		<content:encoded><![CDATA[<p>damn, that sounds like a typical LoD implementation for games.<br />
Im not sure if it is useful at the end for animation projects but still it shows how powerful blender really is. :)</p>
]]></content:encoded>
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