Request - Add Adaptive Mesh to Blender
The use of adaptive mesh could be a means of making Blender simulations lighter
EDIT:
I edited the post below
" <strong>Dynamic topology could have other applications?</strong>
"I found a term! <strong>Adaptive mesh refinement! </strong> I'm not 100% sure if it's what I was looking for because I do not know if I understood correctly what it is, but it seems to me to be exactly the kind of thing that dynamic topology does." Here's videos and images that might help you understand what I mean by "using something like dynamic topology" in things like cloth simulation, soft body, ocean modifier, dynamic paint: "
Imagine the use not only of physics but also of rendering
smarter subdivision?
10 Comments
I guess? What is this proposal even about? Seriously man, the entire front page has been consumed by every brain fart you've had over the past 6 hours- you've knocked several really solid proposals off the front page with your spam. Try to spend more than 5 seconds thinking about a concept before you post it in the future.
* @testure * I spent years thinking about concepts about what Blender might have and I wrote them down until I found a place where I could discuss them with other users. I'm waiting for more people to talk about Blender, not about me.
* @testure * I'll try to explain it another way. That's the problem. Imagine an aluminum can being kneaded using Plastic. Instead of requiring a completely subdivided surface for the simulation, the dynamic topology would subdivide the can only where it really needed to be subdivided, as that would be just where it would be kneaded.
* @thiagocavalcantecarvalho * Please use the search function before double posting! This will help your ideas much more if someone else posted the same idea before!
* @momotron2000 * But, was there already a post like this? Anyway I'll do it :)
* @momotron2000 * But are you referring to the post I had already done and edited to become this? Or had anyone posted anything about it yet? I already welcome the guidelines.
This is not a complete proposal. This site is meant to be a place where we post specific , actionable ideas for improving Blender. This post is neither specific nor actionable.
Sure, dyntopo is cool and it'd be interesting to see if it could be used for other purposes than just sculpting... but that's not a feature proposal. Be specific. How would it work (from a user perspective)? How would you use it? Include mock-ups.
* @Jason van Gumster * Well, I tried to explain. I do not know if the question is where the idea could be applied or whether it is how to do it. For the application I got to comment. One option would be in cloth simulation. Softbody, ocean modifier... In fact there are many modifiers that could use it. The point would be to make a completely subdivided model unnecessary to apply, for example, a cloth simulation. The cloth would simply bend where it should, based on the action of the dynamic topology. However applied to an animation and not a model that is to maintain that form. There would be fewer polygons at a time, but more calculations would be needed.
* @Jason van Gumster * Look, I need to ask. Did I make it right to edit the post or should I have made a new post? Because I was afraid to do a double post and I ended up editing. But as I look back at your comment I think it kind of makes the whole conversation weird. I should do another post, should not I? But there is no way to delete a deed for what it seems. This was not the only one I edited, by the way.
* @thiagocavalcantecarvalho * I think editing the post makes the most sense, especially if you're clarifying the initial idea. In an ideal world, when people post ideas, there's discussion below it, but if that discussion brings up more thoughts and clarity, the original post should be edited to reflect that.