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Ep's tool-dev diary



More of the bool-tool

Posted by eppo, 13 October 2014 · 199 views

Been trying to build larger scenes using the CSG method.

As base building blocks I use a series of SubD shapes as they avoid making everything look too angular. The older mesher used to make a mess of curved surfaces, but this version handles them well. These basic chunks have all their uvs, splat maps and density maps for foliage replication already app...


The Feature-fracturing algorithm

Posted by eppo, 23 September 2014 · 159 views

Time for yet another rewrite of my CSG tool. Yup.

Instead of going down the iso-surfacing road like earlier attempts, I now take a more boolean-like approach. This in the sense that I no longer convert the input geometry into an intermediate distance field, but keep it in its original b-rep form throughout the merging process. The advantage being that it...


Multi-texturing + Yoshi's Island

Posted by eppo, 05 July 2014 · 446 views

hallo,


Modo's 'shader tree':


http://www.dynamique.nl/grow/pst/ModoMaterial.png


It's a peculiar thing at first: instead of creating explicit materials, you add shading components (textures etc.) to a single hierarchy. Polygons are then assigned tags which correspond to masking-groups (a sort of polygon-'gateway') located in the tree. During shading...


Mesher ~ another iteration

Posted by eppo, 22 April 2014 · 617 views
isosurfaces, contouring, FEM
Felt my meshing tool needed another rewrite; getting trickier though.

The idea behind the tool is to construct a mesh using smaller simpler building blocks; kind of like a purely additive CSG modeller. I started out with a Marching Cubes implementation, but I really wanted it to be able to capture sharp edges in the base geometry. Also the triangle quali...





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