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10th August 2006, 05:38 PM | #1 |
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PLUGIN: Meta
I've been going on about it in the work-in-progress section and here it is. The first public outing of my metaball plugin. This should be seen as an alpha release, so don't use it in the middle of any valuable modelling. I am holding on to the source for now as I don't feel happy letting it out in its current state.
Be aware that you now have the potential to easily generate millions of triangles. My machine gets rather sluggish with a 2 million triangle model! The mechanism for associating metaball parameters with vertices is a bit clunky, but I can't think of anything better. I might implement a save/load for the parameters so that you don't lose the information each session. Let me know if there are any problems. Steve. |
10th August 2006, 07:50 PM | #2 |
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Re: PLUGIN: Meta
Works just great on my "puter" And it really gets sluggish when you up the resolution
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10th August 2006, 10:19 PM | #3 |
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Re: PLUGIN: Meta
Excellent plugin Steve! Works wonderfully on this end.
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11th August 2006, 04:39 AM | #4 | |
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Re: PLUGIN: Meta
Quote:
I think I may have a go at "Bender" next, although I am tempted to use the isosurface code to process some 3D datasets e.g. MRI scans etc. There will be a slight pause as I am away for a few days ... maybe I should take the laptop with me |
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11th August 2006, 01:27 PM | #5 |
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Re: PLUGIN: Meta
awsome work man. is there anyway to cut back on the triangle count.
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11th August 2006, 03:03 PM | #6 | |
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Re: PLUGIN: Meta
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The triangle count is a function of the grid size and the number/size of the metaballs. Unfortunately if you reduce the grid size, you get chunkier models. One option is to then use the AC3D smooth or subdivision mechanism. I can't think of any clever way to reduce the count of triangles. Sorry! Steve. |
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11th August 2006, 04:35 AM | #7 | |
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Re: PLUGIN: Meta
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Steve. |
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