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authorPablo Dobarro <pablodp606@gmail.com>2019-09-26 17:28:56 +0300
committerPablo Dobarro <pablodp606@gmail.com>2019-09-26 17:30:25 +0300
commit454c1a5de4cf5e8c3b867571ad2107bd6d9c75e6 (patch)
treefe6b3e86a1f139ebac0e8a3b7dc596c0642e510a /source/blender/blenkernel/BKE_shrinkwrap.h
parentda84bd3c117590c6bd981e5c24a0591347d9d689 (diff)
Voxel Remesh: Fix poles and preserve volume
This commit fixes most of the issues we currently have in the voxel remesher. Mesh volume is preserved when doing multiple iterations, so the sculpt won't shrink and smooth each time you run the remesher. Mesh topology is much better, fixing most issues related to mask extraction and other topology based operations. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D5863
Diffstat (limited to 'source/blender/blenkernel/BKE_shrinkwrap.h')
-rw-r--r--source/blender/blenkernel/BKE_shrinkwrap.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_shrinkwrap.h b/source/blender/blenkernel/BKE_shrinkwrap.h
index e3d19a3d807..e90b1429c9d 100644
--- a/source/blender/blenkernel/BKE_shrinkwrap.h
+++ b/source/blender/blenkernel/BKE_shrinkwrap.h
@@ -115,6 +115,11 @@ void BKE_shrinkwrap_mesh_nearest_surface_deform(struct bContext *C,
struct Object *ob_source,
struct Object *ob_target);
+/* Used in object_remesh.c to preserve the details and volume in the voxel remesher */
+void BKE_shrinkwrap_remesh_target_project(struct Mesh *src_me,
+ struct Mesh *target_me,
+ struct Object *ob_target);
+
/*
* This function casts a ray in the given BVHTree.
* but it takes into consideration the space_transform, that is: