Comments (8)
Hello @huxingyi thanks for your hard work.
I managed to create a Blender addon from autoremesher sources. Here is the result :
I just keept the code that was usefull for the quad mesh generation, so I removed completly Qt, and the rendering stuff. I also had to modify some dependencies to get it work with Blender, I will probably create a repository tomorrow so you can have access to the sources I used to build this addon.
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Hi @huxingyi.
BTW, The quality of the result is still not good because of paramatrization errors, I am working on another approach, hopefully will get it released soon.
Cool news, I noticed some crashes on low poly meshes that come from parametrization section of the code indeed.
You can find the sources here.
There is no CI at the moment, so I only built it on Windows 10 - x64 version.
You can download this version here, if you want to test it inside Blender.
Note:
- I did not implemented the loading bar inside Blender at the moment, so when the computation is started, Blender do not respond until the end of the generation.
- As you mention above, the generation is pretty unstable at the moment, so you might encounter crashes depending of the mesh that you are using. Blender will be killed since I did not handle this kind of errors.
Same behaviour happen on the Qt GUI, so I did not handle it (because you are aware of this issue, and you are working toward to fix it).
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If some one do, I would like to help.
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autoremesher just needs to be implemented as a library for python. Then autoremesher can be integrated anywhere. Almost all 3d software supports the python interpreter.
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I could potentially take a look at this in the next time. Is there anything interactive in the GUI I'm missing except for density and edge scaling specification? Because otherwise, I would suggest the easiest way will be to expose the functionality the GUI currently offers through a CLI binary. And then import/export obj files to integrate it with Blender with this functionality automated by an addon.
In general this might introduce some overhead due to extra I/O, but given that the computation is non-interactive and takes a lot more time I think this would be the easiest to implement and maintain approach for integration at this time. @Anafeyka's approach would be preferable if it is more interactive, but would be slightly more complex. Also, it currently doesn't seem possible to implement it as a modifier, so it would be a one-off operation as with most addons which generate objects.
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The GUI is just for rendering and for limited parameters configuring.
The current implementation is ok with dense mesh generation, but not good for low poly quads because of parametrization errors. I am working on another approach for quads generation, so, maybe wait a little bit more time to use it in real product environment.
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Hi @Nicolas-Constanty Good work! I'm looking forward to it.
BTW, The quality of the result is still not good because of paramatrization errors, I am working on another approach, hopefully will get it released soon.
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可以做个sketchup的吗
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Related Issues (20)
- Treat each material id as a separate island
- Crash when loading in model HOT 7
- Crash on Beta release HOT 2
- Closely located separeted faces are merged together in final mesh.
- Application crashes when the loading obj file has more than 6 million polygons HOT 1
- Crashes with imported model HOT 5
- SegFault HOT 1
- Does not open mesh HOT 3
- addon didn't show up HOT 1
- Headless?
- Crash after Import/Load
- Is this repository an implementation of some article?
- marching-cube mesh test HOT 2
- Crash with the particular geometry. HOT 2
- Crashes on Release 1.0.0-beta.1 HOT 4
- Beta 2 tearing the mesh on the low density setting HOT 2
- Beta 3 crash during retopology HOT 1
- CLI HOT 1
- Crash HOT 3
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