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  • Published 18 Aug 2020

Let mesh modifiers take advantage of SculptMode's FaceSets.

Modifiers like Array can create copies of an object, but they belong to the same shape, and other modifiers will not differentiate the copies as elements. If each generated copy is assigned a new FaceSet, and the rest of the modifiers can differentiate or filter by FaceSet, I think that many new effects could be generated.

The AnimationNodes addon allows you to create Arrays of objects that overload the scene with new objects, I think that depending on which effect it would be better not to leave the modifier stack.

The biggest drawback I see is that some deformers like Cast or SimpleDeform require the origin of the object, but it could be substituted by the average position of the vertices.

On the other hand, if the Array modifier was more complete, and could generate different patterns with different randomness parameters, the combo would be great.

For physical effects it could also be useful, as is the ParticleID for particles.

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Development Status: Open

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albertdearias
18 Aug 2020

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