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	<title>利用者:Kevindietrich/OpenVDBParticleMesher - 版の履歴</title>
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	<updated>2026-11-03T06:50:32Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Kevindietrich/OpenVDBParticleMesher&amp;diff=149425&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:13:23Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:13時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Kevindietrich/OpenVDBParticleMesher&amp;diff=149424&amp;oldid=prev</id>
		<title>wiki&gt;Kevindietrich: /* Beyond Particle Skinning */</title>
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		<updated>2015-07-05T06:41:57Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Beyond Particle Skinning&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Particle Mesher Modifier =&lt;br /&gt;
&lt;br /&gt;
The current patch is available here: https://developer.blender.org/D1008.&lt;br /&gt;
&lt;br /&gt;
=== Abstract ===&lt;br /&gt;
&lt;br /&gt;
The Particle Mesher modifier generates a mesh from a given particle system. It is using [http://www.openvdb.org OpenVDB] to perform its various tasks.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
The Particle Mesher modifier will create a level set from the modified mesh&amp;#039;s selected particle system. For each particle a sphere will be created and then unioned with the other generated spheres to create the surface of the level set.&lt;br /&gt;
&lt;br /&gt;
The meshing operation is split into three phases: &lt;br /&gt;
* A conversion phase: the particles are used to create a level set. &lt;br /&gt;
* A filtering phase: various filters can be applied to alter the level set. &lt;br /&gt;
* A meshing phase: a mesh is created from the level set. &lt;br /&gt;
&lt;br /&gt;
Although the Particle Mesher modifier is non-destructive for the particle system – one will still be able to use the particles for other purposes, the modified mesh will be replaced by the level set surface.&lt;br /&gt;
&lt;br /&gt;
=== Implementation Details ===&lt;br /&gt;
&lt;br /&gt;
To convert a particle system to an OpenVDB level set, we have to define a helper class (ParticleList) which implements the interface needed by VDB&amp;#039;s many templated tools. The class itself contains a simple Particle struct with only three properties: position, radius and velocity. Each Blender particle will be converted to this representation which will then be put in an std::vector (also member of the ParticleList class).&lt;br /&gt;
&lt;br /&gt;
Once converted to a level set, the artist will have the possibility to filter it using one of several level set filters (openvdb::tools::LevelSetFilter): Median, Laplacian, Gaussian, Offset (aka dilate/erode), Mean and Mean Curvature. In essence, these filters are [http://www.museth.org/Ken/Publications_files/meis2013_abstract_museth.pdf similar in their use as your regular image filters]. On Blender&amp;#039;s side, they are defined as a simple doubly linked list, so one will have the possibility to add as many as they want.&lt;br /&gt;
&lt;br /&gt;
After this, we are ready to extract a mesh from this level set. Optionally, we can use a separate mesh to define the area (or rather volume) of the level set to mesh (obviously, this mesh will have to be converted to a VDB level set first). Converting meshes to and from OpenVDB happens as follows: &lt;br /&gt;
&lt;br /&gt;
OpenVDB doesn&amp;#039;t really have a mesh primitive, rather, the tools(*) dealing with meshes either expects or outputs separate lists (std::vector) of vertexes and faces. In both cases, conversion from Blender&amp;#039;s representation is very straightforward: vertexes are converted from float[3] to openvdb::Vec3s, whilst faces are converted from int[4] to openvdb::Vec4I, before being put in their respective std::vector. Et vice versa for converting back to Blender&amp;#039;s representation. If triangles are present in the mesh to convert to a volume, they are treated as if they were quadrilaterals, with the fourth index being set to openvdb::INVALID_IDX; though, VDB will output triangles separately from the quadrilaterals (in case of adaptive meshing) in an std::vector of openvdb::Vec3I (that&amp;#039;s just detail). Edges are to be interpolated on Blender&amp;#039;s side from the vertexes and faces.&lt;br /&gt;
&lt;br /&gt;
(*) for the time being, the used tools are openvdb::tools::VolumeToMesh and openvdb::tools::MeshToVolume&lt;br /&gt;
&lt;br /&gt;
=== Modifier&amp;#039;s Known Issues ===&lt;br /&gt;
&lt;br /&gt;
As usual, software development does not come bug free:&lt;br /&gt;
* the masking scheme does not work as intended, this is mostly about getting world space/local space right on the OpenVDB side (not to mention voxel space...), and properly transforming object B local space to object A local space&lt;br /&gt;
* using masking with adaptive meshing gives bad artifacts&lt;br /&gt;
* all of the properties for the modifier are defined in the modifier system&amp;#039;s DNA and RNA; there&amp;#039;s a conflict between the modifiers&amp;#039; &amp;quot;type&amp;quot; (Array, Subsurface...) and the level set filters&amp;#039; &amp;quot;type&amp;quot;. The only issue on this so far is that we can&amp;#039;t automate some procedures like updating the name of a filter in the UI list based on its type as the RNA will try to get this information from the modifiers&amp;#039; type somehow. Ideally proper DNA/RNA for OpenVDB tools should be defined.&lt;br /&gt;
* the default size of the particles (0.05 Blender unit) is too small for the modifier to operate on and therefore we don&amp;#039;t see anything in the viewport when first adding the modifier (though a message should appear in the console). Its default settings should be reconsidered. A workaround is to set the radius scale of the modifier to 2.5.&lt;br /&gt;
&lt;br /&gt;
These issues are intended to be tackled once approval of the feature (in Blender&amp;#039;s current paradigms) is received.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Kevindietrich</name></author>
		
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