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  • Advanced Member

Raul your situation has been in our thoughts and wishes. So delighted to read that you have finally through perseverance and good faith come through your hardships. Best wishes for your new beginning.

Improved CloseHoles tool

 

Hi

Recent developments into QuadFill tool, proving its bulletproof  robustness I found a must to also port a similar algorithm into our closing holes arsenal. The result is quite preomising and equally robust. Our previous tools for the task where quite good, but there was still some remaining “difficult” cases to handle, like the ones I show here. Well, soon that will be the past ;)

previous.jpg?w=670&h=629

Previous closing holes algorithm where non optimal for this case

new.jpg?w=670&h=619

Convex contour partitioning based

newflat.jpg?w=670&h=602

Yet better using flat interpolation for this case.

 

Yet new Close Holes algorithm

 

untitled.png?w=670&h=467

Here’s new closing holes algorithm in action, based on the FillHoles research on convex contour splitting and advancing front triangulation, greatly improving existing tools.

  • Advanced Member

Awesome!

 

Edit:  Sorry I wrote down my thoughts in point form and forgot to explain!  Here goes...I would love to see the following Raul. 

 

Something where we could define the underlying geometry with an advanced move tool that would allow the user to create, points, lines or shapes in conjunction with the move tool to manipulate the sculpt.  It would work as follows.

 

(User)draw an arbitrary line along the surface of the geometry

(software)conform underlying topology to match line

(User)optionally define points (bezier control points) along the line

(User)move line or points and have it move the underlying geometry as defined by the size and alpha of the brush tool

 

(User)Optionally create closed lines(shapes)

(User)ability to extrude/bevel these shapes and affect underlying geometry

(User)ability to define points/lines/shapes within a shape

(User)move said point/line/shape and have it move the underlying geometry constrained to the boundaries of the bounding shape

 

Is that clear?  This would really open the door for doing precision sculpts with relatively low poly counts

Edited by gbball
  • Like 1

Hi guys!

Thanks a lot for your comments and shared ideas, yes, those approaches seems very interesting to me, in the past I was focused only on the sculpting tools but now that I have more resources I will start tinkering in other areas as well like retopo ;)

Keep it up!

  • Like 2
  • Advanced Member

Thanks for updates farsthary.  I wonder what happened to this feature from your blog post http://farsthary.com/2014/05/06/simplicity-is-the-key/.

I was really excited to try new simple triangulation algorithm because of this image you posted. But there is no option for division type in LC brushes yet. Topology for simple division seems way cleaner than old method, and from what I understand it is also faster because algorithm is simpler.

desktop2.jpg

  • Like 1
  • 2 weeks later...
  • Advanced Member

When can we expect to see this feature implemented into the betas? And keep up the great work! It's looking fantastic!

Edited by GeneralAce55
  • Contributor

A closing holes tool for the re-topology room, with similar flexibility and power as the LiveClay closing holes tools.

YES! Adding these kinds of features to the Retopo Room is a great idea! Partly automatic retopology is exactly what we need! Please continue to work in the Retopo Room!

Also, will the retopo polygons still snap to a high density voxel mesh? Snapping is very important. In your demo video it does not show that happening...

Thanks for updates farsthary.  I wonder what happened to this feature from your blog post http://farsthary.com/2014/05/06/simplicity-is-the-key/.

I was really excited to try new simple triangulation algorithm because of this image you posted. But there is no option for division type in LC brushes yet. Topology for simple division seems way cleaner than old method, and from what I understand it is also faster because algorithm is simpler.

desktop2.jpg

Oh yes, I'm working to bring it back, somehow it didn't got merged while I was in Cuba so I will try to rewrite this again.

  • Like 2

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