Joe Crawford wrote:
>> ... if there's some small problem that we can solve in the short term
>> for you, let's tackle it so you're finally using K-3D on a regular
>> basis, even if it's just using the pipeline to automate some process
>> with a script. BTW, this is why I'm putting some effort into a
>> render-engine for Daniel, so he can start generating some useful results.
> So if we made the quad remeshing work well, and gave it a good UI,
> we'd have something right away that people would want to use. (I'd use
> it constantly... lol, and so would basically every high poly
> modeler/sculptor.) It could get lots of people immediately using
> k3d, even if all they did was import a model, change it, and export
> the model. It would at least get the software into the pipelines.
> I don't know what the current state of our remeshing is. I've never
> been able to make it work. Also I don't think it accepts much in the
> form of guidance.
Plenty of food for thought here, I'll make the observation that this
isn't simple or small ... LOL :)
Aside from the mathmatics of remeshing, there's a more general technical
challenge with this class of plugin, which is the lack of stable results
- basically, due to limited-precision math, you aren't guaranteed to get
repeatable outcomes with multiple runs on the same machine, let-alone on
different platforms or architectures. That's not a show-stopper, it
just suggests a new type of plugin that acts as an "operation" on a
FrozenMesh, rather than being inserted into the pipeline. I could
certainly work on this part, but we would need someone else to handle
the actual remeshing part.
Cheers,
Tim
[tshead.vcf]
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