A quick demonstration of adaptive topology sculpting based off the paper "Freestyle: Sculpting meshes with self-adaptive topology" by Lucian Stãnculescua, Raphaëlle Chainea, and Marie-Paule Canic. The code is available from Gitorious (in the adaptive branch). Read more on code.blender.org: Dynamic Topology Sculpting.
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About the Author
Bart Veldhuizen
I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.
19 Comments
How does this relate to the "unlimited clay" project?
It doesn't :)
Actually it does now! Raul emailed Nicholas and gave him full permission to integrate unlimited clay into the dynamic topology code he's working on. Nicholas tentatively agreed to do so. In other words, we may get both in one package :)
So, before they merged, what could unlimited clay do that dynamic topology couldn't and vise-versa?
for starters, dynamic topology's tessalation looks blocky since triangle sizes don't readjust while unlimited clay's tessalation looks smooth -both don't have the long triangle bug which is nice. However, unlimited clay hasn't done the punching through the mesh thing (but it's sister project for 3d coat can)
:D -from what I've read
That is really cool.
Man is Blender getting to do everything we need and beyond !
Thanks for sharing this Bart :-)
Whoa Awesome! It's like voxels in that it automatically allows you to punch holes through the mesh. This technology has a lot of potential.
This is what I was waiting for before going into sculpting :)
I wonder if you can merge various meshes by approaching them or something like that...
this is really good work and thanks for sharing
now if that also generated feasable quad-meshes, it would be perfect.
But it's already brilliant as is :D
That's why they created topology tools. More control.
I know. But if retopologizing could be done well by the computer as well, it would be even better...
Oh and the image of the video gave me the illusion that this could have anything to do with fluid simulation...
How well would it work to use this for dynamically meshing SPH fluids?
Is this blenders response to zbrush dynamesh?
More like Sculptris, I believe. Although with similar abilities
Sculptris, actually.
Zbrush aswell took it from sculptris... They actually hired the sculptris developer....
i just can say.. WOW
i would love it if this is a modifier
how far is the project for converting particles to meshes so we have a propper use for the fluid particles