Advertisement

You're blocking ads, which pay for BlenderNation. Read about other ways to support us.

Quad Dominant Remeshing Development

50

Developer Nicholas Bishop is currently working on integrating a quad-dominant remeshing method called dual-contouring into blender. Developed by Prof. Tao Ju of the University of St. Louis, this method generates an all-quads mesh from the input geometry, ideal for sculpting or applying subdivision to. Currently dual contouring is being implemented as a modifier, but may also be used to improve blenders meta-ball system to give nicer topology.

A patch against trunk is available here:

http://www.pasteall.org/20152/diff

50 Comments

  1. this is quite interesting for product modeling with organic NURBS generation
    based on sub-devision surfaces.

    quads for edges where you did a boolean intersection, nice !

  2. riccardocovino on

    @wzzl: not at all!!

    it's really a powerful tool that can do amazing things on bad meshes!
    I dreamed many times about something like that, it's a retopolgy with steroids ;)

  3. @5.09 Am I the only one who had a sudden urge to launch Minecraft?

    +1 for remeshing ugly boolean mesh. It sure open a new perspective for modelling non organic objects...

    @wzzl : no you are not (!!!!!!!111111one!!!!!!111) here, feel better? ;)

  4. No, wzzl ... Me thinks that there will be a 'Lot More' wow's, awesomes and Fantastic's, as well as some OMFG's thrown in.

    Add Mine to the List. One question will this be in the upcoming 2.57.?

    Thanks for your hard work Nicholas. Blender is to be all the more greater for it and i suspect so will your future. This is no easy task to achieve i am guessing. thanks also to Prof Tao Ju for sharing his efforts.

  5. This is still not as good as the method that was worked on and abandoned on GSOC 2010... :(
    But hey, better then nottin, and it looks like it's working great on hard surfaces... not to much on organic....

  6. can someone tell me how to use this patch without recompiling blender at all? Is it possible? And if i have to recompile blender, how can i apply this patch...its totally new to me, but it would be awesome to have this tool for my actual project :D

  7. This is very cool. Do you think this code could be adapted to create mesh based on silhouette, like in Zbrush Shadowbox.

  8. I was never happy with lettering after they were converted from the vectorized font to an ugly mesh.
    Maybe this tool fix the problem :-)

  9. This is great!!! Many cheers to Nicholas - he did it again!!! :-D
    Of course it seem to be not as powerful for organics as the method developed for Blender by Daniel Genrich. But I see it can be very much useful for other rather geometrical things!
    I'm going to try it out right away...!

    @blackbird: This patch has to be used to patch the actual source code and then to be recompiled to make a new binaries. There is no other way. But I'm sure that it appears on http://www.graphicall.org very soon. ;) If not, I'll put it there.

  10. It's quite nice but I think it's application is limited to objects predominantly made of surfaces flat to the 3 planes

  11. @freemind
    Do you ever have anything nice to say about anyones accomplishments? and are you the same troll who would frequent blenderartists and post nothing but smart ass comments and try to belittle everyone, if you think you can do better then do it and STFU until you do.

  12. I'm still actually trying to figure out if last years retopo project died or not... On the one hand, all the public forum posts I saw suggested people never really saw any code, but on the other hand I read that *all* 2010 Blender GSoC students passed and that all the 2010 GSoC projects (except the audio one) are just waiting until after the 2.57 release to be merged...

    The Truth is Out There. I want to Believe!

  13. ghoughpteaubteau on

    @Blowfish
    Freemind is the inevitable reaction of long term exposer to a group of people who incessantly cheer on everything regardless if it deserves it or not.

    As a retopology tool, this looks bad, actually kinda useless. No flow control.
    as a tool to make boolean modifier meshes sensible? Yah looks great! Very handy, I tried to make some cuttouts using a boolean modifier and, frankly the meshes it made were basically useless without a ton of manual work.
    That stepping function, looks like maybe some potential for easy minecraft scenes, then again I guess you could get away with that using dupliverts and some snap to grid behavior? I'd have to work it out...

  14. Hi! i saw the video and is AWESOME i just have a little problem, i don't know how to use the script and make it work in blender can somebody give me a quick tip about it? I'll appreciate it Thank you Guys and of course thank you Nicholas!

  15. Ha ha ha that's why, the only excuse that i have is I've a couple of months using blender and is an exciting software, I'm an Adobe user and the transition to free software is kind a ROUGH. However thank you JMS,
    I'll look for it.

  16. WOW, that is awesome! I wonder if I can use the modifier live in animation, for remeshing boolean operations. That way I could animate infografics much easier.

  17. This is really just a good remeshing technology. The current use as displayed by nicholas is for remeshing, but the entire metaball system could be updated to use direct contouring, and then, it could work exactly like retopo of 3d coat. this is really an isosurface technology that is pretty neat and can be used for a 1000 uses forward on.. lots of potential indeed!

  18. Indeed a long-awaited function :)
    By the way, I recently saw an interesting article on remeshing -- "Harmonic Functions for Quadrilateral Remeshing of Arbitrary Manifolds" by S. Dong, S. Kircher and M. Garland. The method presented in the article seems to give more sophisticated results, so it would be undoubtedly useful to have it in Blender someday =)

Leave A Reply

To add a profile picture to your message, register your email address with Gravatar.com. To protect your email address, create an account on BlenderNation and log in when posting a message.

Advertisement

×