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	<title>Dev:Ref/Release Notes/2.65/Modifiers - 版の履歴</title>
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		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.65/Modifiers&amp;diff=138867&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.65/Modifiers&amp;diff=138867&amp;oldid=prev"/>
		<updated>2018-06-28T20:51:25Z</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;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&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) 20:51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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		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.65/Modifiers&amp;diff=138866&amp;oldid=prev</id>
		<title>wiki&gt;Yamyam: /* Blender 2.65: Modifiers */</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.65/Modifiers&amp;diff=138866&amp;oldid=prev"/>
		<updated>2012-12-20T08:46:52Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Blender 2.65: Modifiers&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;= Blender 2.65: Modifiers =&lt;br /&gt;
&lt;br /&gt;
== Laplacian Smooth Modifier==&lt;br /&gt;
&lt;br /&gt;
The Laplacian Smooth modifier allows you to reduce noise on a mesh's surface with minimal changes to its shape. This is useful for objects that have been reconstructed from the real world, containing undesirable noise. A mesh smoothing tool removes noise while still preserving desirable geometry as well as the shape of the original model.&lt;br /&gt;
&lt;br /&gt;
The Laplacian Smooth modifier is based on a curvature flow Laplace Beltrami operator in a diffusion equation. Full documentation and example .blend files are on the [[Doc:2.6/Manual/Modifiers/Deform/Laplacian_Smooth|Laplacian Smooth manual page]].&lt;br /&gt;
&lt;br /&gt;
{|align=center&lt;br /&gt;
| [[Image:Apinzonf_GSOC_2012_Diagram_lambda0_0.png|150px]]&lt;br /&gt;
| [[Image:Apinzonf_GSOC_2012_Diagram_lambda0_5.png|150px]]&lt;br /&gt;
| [[Image:Apinzonf_GSOC_2012_Diagram_lambda2_5.png|150px]]&lt;br /&gt;
| [[Image:Apinzonf_GSOC_2012_Diagram_lambda5_0.png|150px]]&lt;br /&gt;
|}&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Decimate Modifier ==&lt;br /&gt;
&lt;br /&gt;
The decimator was rewritten, and now preserves UV's and vertex colors.&lt;br /&gt;
There are now 3 different simplification modes to choose from.&lt;br /&gt;
* Edge Collapse - ''Typical method used to simplify meshes that was used in the original modifier''.&lt;br /&gt;
* UnSubdivide - ''Reduce detail on grid-heavy meshes (without giving uneven geometry)''.&lt;br /&gt;
* Planar - ''Reduces detail on forms comprised of mainly flat surfaces''.&lt;br /&gt;
&lt;br /&gt;
Edge-Collapse method has support for using a vertex group to control what parts of the mesh are reduced.&lt;br /&gt;
&lt;br /&gt;
[http://www.graphicall.org/ftp/ideasman42/decimate_comparisons_large.png Comparisons], [http://www.graphicall.org/ftp/ideasman42/decimator_customdata.png Color &amp;amp; UV]&lt;br /&gt;
&lt;br /&gt;
[[File:Blender2.65_unsubdivide.png|center|300px]]&lt;br /&gt;
&lt;br /&gt;
== Triangulate Modifier ==&lt;br /&gt;
&lt;br /&gt;
Added Triangulate modifier that ensures consistent triangulation. It is especially useful for bump map baking where a consistent triangulation should be enforced when baking/exporting/importing, to avoid artifacts caused by a different triangulation of the mesh by that which was used for baking by internal/external tools. Artifacts are caused by different interpolation of tangent space than the one used during baking. Barycentric interpolation, which is used here, is different for different triangulations of a quad, just like gouraud shading is different for different triangulations. ({{Commit|52379}})&lt;br /&gt;
&lt;br /&gt;
[[File:Bump_artifacts_triangulate.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
==== Workflow ====&lt;br /&gt;
&lt;br /&gt;
To ensure correct tangent space interpolation, we need to add a triangulate modifier to ensure the same triangulation in two stages of the pipeline:&lt;br /&gt;
&lt;br /&gt;
* Prior to baking, to the object being baked to&lt;br /&gt;
* Prior to exporting or rendering, to ensure the triangulation will remain consistent.&lt;br /&gt;
* If the model is animated, triangulation modifier should go before the armature modifier&lt;br /&gt;
&lt;br /&gt;
The triangulation scheme (currently, beauty option on the modifier, but there will be others in the future, such as 1,2,3 - 2,3,4 vertex connection schemes) should remain consistent during these two procedures. &lt;br /&gt;
Beauty option stands for splitting quads along the shortest diagonal on the modifier, while off will do the opposite.&lt;br /&gt;
&lt;br /&gt;
The picture on the right shows the kind of artifacts that are caused when quads are split differently (right) than how they were split during baking. (Model by Andy Davies).&lt;br /&gt;
&lt;br /&gt;
== Other Modifiers ==&lt;br /&gt;
&lt;br /&gt;
* Mesh Deform Modifier: binding is now accelerated with a BVH tree, can make it much faster for complex meshes. ({{Commit|51058}})&lt;br /&gt;
* Shrinkwrap Modifier: project mode now has a distance limit. ({{Commit|52023}})&lt;br /&gt;
* Remesh Modifier: improved performance when used in smooth or blocks mode. ({{Commit|51123}})&lt;/div&gt;</summary>
		<author><name>wiki&gt;Yamyam</name></author>
		
	</entry>
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