kgoossens Posted November 21, 2013 Share Posted November 21, 2013 Perhaps this has already been discussed in a topic but still. I think this one is very interesting. I hope this is going to be implemented in Houdini. http://lesterbanks.com/2013/08/the-foundry-teases-meshfusion-for-modo-701-the-boolean-operations-we-have-all-dreamt-about/ 2 Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted November 21, 2013 Share Posted November 21, 2013 It feels a lot like VDB fracturing, no? Specially given the fact that they are not showing the wireframe on the carved part of the resulting geometry... Cool nevertheless. cheers Quote Link to comment Share on other sites More sharing options...
kgoossens Posted November 21, 2013 Author Share Posted November 21, 2013 I'm not sure. In the second video you can see how an edge is being defined that can be used to set the blend. I looks fast as well. Quote Link to comment Share on other sites More sharing options...
csp Posted November 23, 2013 Share Posted November 23, 2013 really interesting, I would like to see that implemented in Houdini. Although, watching the first video I thought the same thing with Rafael, VDB! Quote Link to comment Share on other sites More sharing options...
Mandrake0 Posted November 23, 2013 Share Posted November 23, 2013 it's nice for the film industry but the machine industry has these things since ages.... 3D Sketching: NX: there are other tools like spaceclaim.... Quote Link to comment Share on other sites More sharing options...
kgoossens Posted November 24, 2013 Author Share Posted November 24, 2013 it's nice for the film industry but the machine industry has these things since ages.... Also true, but only operating on Nurbs. Unfortunately Houdini's nurbs tools aren't that precise and powerful to do this quality of filleting or do this quality of booleans. Also polygonal booleans aren't near precise enough to be useful in a procedural approach. So I wonder what they are doing and (hopefully) if it is a stable approach. Quote Link to comment Share on other sites More sharing options...
symek Posted November 24, 2013 Share Posted November 24, 2013 That's definitelly some kind of volumetric modelling. Also looks like they are making whole round trip (mesh-voxels-mesh) on the GPU. Very nice. 1 Quote Link to comment Share on other sites More sharing options...
kgoossens Posted January 28, 2014 Author Share Posted January 28, 2014 (edited) A new page showing the mesh result after mesh fusion. It does not look like volumetric modelling to me. The polygonal structure looks more like what can be found in zbrush operations. http://www.thefoundry.co.uk/products/modo/plugins/meshfusion/ Edited January 28, 2014 by kgoossens Quote Link to comment Share on other sites More sharing options...
jordibares Posted January 30, 2014 Share Posted January 30, 2014 (edited) I was lucky enough to see a preview and it is pretty incredible… they are doing boleans at subdiv level maintaining curvature of the resulting surface… this has never been done before and comes from Groboto research team in collaboration with Luxology. What I found beautiful is how elegant the implementation is, totally transparent and you can easily switch to network based flow which is a pure joy to see… Also I saw a pretty big model and moved very fast indeed… not a single crash in the demo and the resulting mesh is very good. Edited January 30, 2014 by jordibares Quote Link to comment Share on other sites More sharing options...
freaq Posted January 30, 2014 Share Posted January 30, 2014 this looks great!can;t wait to try this stuff Quote Link to comment Share on other sites More sharing options...
magneto Posted January 30, 2014 Share Posted January 30, 2014 Anyone knows how this is implemented? Is it all NURBS based booleans? Does modo have NURBS? I thought it only had polygons. Is it really using volumes? I thought with volume booleans, you lose your original topology, right? Quote Link to comment Share on other sites More sharing options...
freaq Posted January 30, 2014 Share Posted January 30, 2014 looking at the tech it seems to be subdivision surfaces, and no volumes nor Nurbs. however it's unclear whether these would also work on polygons. 1 Quote Link to comment Share on other sites More sharing options...
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