← All ideas
  • Published 13 Feb 2021

Surface Deform and Mesh Deform: Ignore Target Subdivisions

It would be super čuper awesome if the Surface Deform modifier and the Mesh Deform modifier had an attribute in which they could ignore subdivisons from the mesh which is binded to. This means less processing power + it will get rid of the issues with vertex point change due to subdivisions in the viewport or at render time.

Practical case: I could attach a mesh to a character, it could be a piece of cloth, or even eyebrows and eyelids. These are easy to bind using any of these modifiers, but once I add a subidivison modifier to my character, vertex count changes and the modifier calls an error. If I want two subdivisions at render time then I have to bind the geometry using the 2 subdivisions, but having subdivisions on to animate a character just will make my FPS worse. If I turn on simplify I will also get the error.

Alternatively I can bind it, hide it and use a mesh for animation and the binded one for rendering. But I still think it would be a nice feature to have. Another option would be using using a proxy target to attatch to, but that is not very efficient since any changes I do to my character I have to keep in the proxy version.

100%

Development Status: Open

Upvote 4 Downvote 0
juan.hernandez
13 Feb 2021

0 Comments