Layered Surface Modeling
Loading...
4,771
Uploader Comments (dg65536)
see all
All Comments (5)
-
((( 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?!
-
I like that it only updates what it has time to. This looks useful, if imprecise. Good for making clay-like stuff.
Loading...
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)
MadsterV 2 years ago
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...
dg65536 2 years ago