Toward sculptris-like sculpting!
As my new year surprise for the community I will show you my recent advances in the subdivision algorithm for Unlimited Clay: now those ugly long and thin stretched triangles belong to the past! hope you like it🙂
PS: before you ask, no, this is still not committed to my branch: there´s a bunch of issues not shown in this video that will prevent this for public usage yet but don´t worry, I´m working very hard to get as soon as possible a public build!
Best wishes for this new year!
note from the blog’s maintainer (Lapinou) :
Farsthary has been working on the unlimited clay algorithms during many monthes (so he doesn’t just tinker code, he also polishes it!): as often in the computer science world, developing a new feature follows the Pareto law : it takes 80% of the time to develop the 20% remaining stuffs (bug fixing, optimizations…), which explains why Farsthary is “only” posting “unlimited clay” stuffs in the mean time..moreover, he keeps learning new area of the blender code with limited help..
Thanks to the new skills in the mesh editing field he is learning, he will than be able to tackle the surface generation tool for fluid particles with more maturity (better designed code, etc)
As a gift for the new year, I suggest for those of us who are able and willing to, to save a extra few dollars (more is difficult because of the crisis, I know what I am speaking about (issues to find a job)) for him and offering a little donation:as an example, it can be translated in simply smoking or drinking less during a week for his sake.
If many of us do even a tiny donation (not optimal relative to paypal, but better than nothing), this will keep his living condition at the same level than the previous years. Thanks!!