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authorSergey Sharybin <sergey.vfx@gmail.com>2018-07-31 16:09:29 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-08-01 19:42:59 +0300
commit08e6bccdf4a2114847194fbe8adcb1fc83a1746f (patch)
tree757f36fc7cf376288e0301cdbd9bc9ad50824b1e /doc
parent9e2f678ba25cb292257fc9949373917ec48a6d46 (diff)
Subsurf: Support subdivision of loose elements
Applies to vertices and edges. Biggest annoyance here is that OpenSubdiv's topology converter expects that there is no loose geometry, otherwise it is getting confused. For now solution is to create some sort of mapping from real Mesh vertex and edge index to a non-loose-index. Now the annoying part is that this is an extra step to calculate before we can compare topology, meaning FPS will not be as great as if we knew for sure that topology didn't change. Loose edges subdivision is different from what it used to be with old subdivision code, but probably nice feature now is that endpoints of loose edges are stay at the coarse vertex locations. This allows to have things like plane with hair strands, without need to duplicate edge vertices at endpoints. All this required some re-work of topology refiner creation, which is now only passing edges and vertices which are adjacent to face. This is how topology refiner is supposed to be used, and this is how its validator also works. Vertices which are adjacent to loose edges are marked as infinite sharp. This seems to be good-enough approximation for now. In the future we might tweaks things a bit and push such vertices in average direction of loose edges, to match old subdivision code closer.
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