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	<title>Comments on: Adaptive Subdivision Modifier (in development)</title>
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		<title>By: nowherebrain</title>
		<link>http://www.blendernation.com/adaptive-subdivision-modifier-in-development/comment-page-1/#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 &quot;adaptive&quot; 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 &quot;should&quot; work....I&#039;ve not used it though. In any case this is some very nifty stuff...&quot;great work&quot; is a sore understatement here....especially if it was coded by one person...&quot;WOW&quot; is my opinion..getting this to a dll will drastically improve it&#039;s speed too. 
One question, is it UV compatible....does it preserve UV&#039;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/adaptive-subdivision-modifier-in-development/comment-page-1/#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/adaptive-subdivision-modifier-in-development/comment-page-1/#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/adaptive-subdivision-modifier-in-development/comment-page-1/#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>
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	<item>
		<title>By: Ataru</title>
		<link>http://www.blendernation.com/adaptive-subdivision-modifier-in-development/comment-page-1/#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&#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!  ;-)</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>
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	<item>
		<title>By: Master Hoshi</title>
		<link>http://www.blendernation.com/adaptive-subdivision-modifier-in-development/comment-page-1/#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/adaptive-subdivision-modifier-in-development/comment-page-1/#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/adaptive-subdivision-modifier-in-development/comment-page-1/#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&#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.</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/adaptive-subdivision-modifier-in-development/comment-page-1/#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>
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	<item>
		<title>By: Schnappi</title>
		<link>http://www.blendernation.com/adaptive-subdivision-modifier-in-development/comment-page-1/#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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