Pixar's Regularized Kelvinlets for Sculpting brushes and proportional editing.
I was originally going to post this in devtalk but I wasn't sure where there it would fit so I turned to RCS instead. Basically just would like to point out that the techniques demonstrated here: vimeo.com/216753419 Have now been opensourced and the demonstration is here: graphics.pixar.com/library/DynaKelvinlets/
The Vimeo video focuses on something that looks like it could be very useful for sculpting brushes/proportional editing. The reference implementation focuses more on using the same principles for animation.
6 Comments
+1 We don't deserve Pixar <3
This looks awesome. Maybe this feature could be applied to proportional editing too?
@ajay.dixon: Definitely, if anything the biggest benefits I see are in proportional editing and move/snakehook type brushes. The animation stuff seems interesting (I guess they are sort of using it similarly to soft bodies) but bit too abstract for me. For mesh editing seems fairly straight forward. (And I guess with grease pencil for 2D editing too.)
Kelvinlets deformations have already been implemented in Sculpt Mode and further additions are in review at the moment. The Elastic Deform brush is the main feature linked to this proposal. It is working but can still be improved. Edit Mode additions would need to be discussed further.
docs.blender.org/manual/en/latest/sculpt_paint/sculpting/tools/elastic_deform.html developer.blender.org/D15041
I'm thinking about starting a few more blenderid accounts so I can vote for this a few more times.
@dpdpforlife: That's against the rules, but I can't say I would mind the links getting more visibility and hopefully leading to some devs seeing them and implementing in Blender.