my feature wishlist for #blender #geometrynodes
- selective subdivision (either a face selection field input or making the level input a field)
- collapse edges / faces / vertices operator
- python nodes
I think I figured out a way to do inexpensive higher order curves with this, which would mean the transitions between curves (and between between curves) can be interpolated better. This is the main barrier preventing technique being more generally useful imo.
I'll probably take a crack at implementing it in the next few days if I have any energy left between work and random appointments.
improvement idea didn't quite work out :/
The idea was that since I can determine which curve is closest to a given point on the terrain grid, I can use edge data to find the spots where abrupt changes might occur, and then can do a nearest crossing test relatively easily. This does accomplish what it is supposed to, but other artifacts show up around the perimeter of the map so it's not really worth it.
Btw here's a cool trick I figured out today:
Say you have a bunch of mesh patches that overlap but the vertices don't line up, and you wanna force them to anyway.
Use the "Distribute Points on Faces" node with the "Poisson Disc" mode and a minimum distance equal to the longest edge in your triangle soup.
Then in the triangle soup, snap each vertex to the closest point in the poisson disc point cloud, merge by distance, and bam! you got something that is very almost a delaunay triangulation :3
This is probably as far as I get tonight, unless I get an inexplicable second wind.
So far I think this technique is agreeable for me. I've been able to pick at it a bit on and off despite being sick and tired. This technique is a more fiddly than I want it to be, but that might in part be because I'm trying to make the model accurate to my references.
Unsurprisingly I have some ideas for how to improve this technique further.
As for what my game is to render exactly, I'm leaning towards representing stuff authored in Blender as cropped surfel clouds that can then be raytraced to produce more different surfels. Cropped surfels would be a set of pseudo discs that occasionally also have a cropping shape associated.
In that end, anything with a mesh representation can be efficiently prepared for my game via the distribute points of faces node.
@Mittzy The idea is I want to draw a bunch of splines and extrapolate a 3D model from them. There's a few variations on that idea that I'm exploring in this thread, but the one in the post you replied to is free form modeling with splines. The other variation that I think is noteworthy is generating height maps.
Why I want these things and why another person might hypothetically want these things are different questions and I'm not sure which one you are asking?
@demofox @aeva Absolutely. But I've often been very surprised by where it pops up. I've more than once had problems that were (or appeared to be) completely unrelated to space division or spatial distributions, where Voronoi ended up being the solution.
Traversing a Voronoi edge graph also has many uses, which are less obvious than your typical Voronoi application. You could frame this as a walk over a Delaunay triangulation, but sometimes it helps to reason about it in terms of Voronoi.