Added: 4 years ago
From: dg65536
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  • ((( Acquainted With Islam ))) aslam-ahmd.blogspot ( DOT) com/

  • ((( Acquainted With Islam ))) aslam-ahmd.blogspot ( DOT) com/

  • Nice! So B6/Final is in development? I lost all hope for this project last month.

    Estimated time?!

  • Wow! I had something like this in mind but never got around to even attempting it! (I called it 'geometry decals')

    questions:

    -Can you use displacement maps?

    -Is this using subdivision? what kind?

    -Can you discard nodes based on view frustum and LOD?

    -Can geometry end up self-intersecting?

    Suggestion: get this in engine form for game devs, it's about time heightfields are replaced for something more flexible!

    I know I'd want to use it (I'm not a pro though)

  • displacements: yes

    subdivision: no, just polymeshes, but it could use subdivision locally (that is in progress ;)

    frustum-cull: yes, if they were totally occluded and did not affect any layered geometry

    LOD: yes, each individual part can be meshed at an arbitrary resolution

    self-intersecting: yes, it's hard to prevent this =)

    I nearly have a standalone demo (outside of shapeshop) working, so game devs might use that, if they were interested...

  • I like that it only updates what it has time to. This looks useful, if imprecise. Good for making clay-like stuff.

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