Maybe, as part of the installation process, we could have a short benchmark run that would give an overall power indicator that your (and others') code could use to set thresholds...or maybe use a user pref. This would help guide the user/code when setting multires, applying subsurf, etc.
--Roger Check out my website at www.rogerwickes.com for a good deal on my book and training course, as well as information about my latest activities. Use coupon Papasmurf for $15 off! ----- Original Message ---- From: Nicholas Bishop <nicholasbis...@gmail.com> To: bf-blender developers <bf-committers@blender.org> Sent: Sat, June 12, 2010 6:47:32 PM Subject: Re: [Bf-committers] Unlimited clay status Hi Raul, I'm going to write up some docs on the PBVH in the wiki here: http://wiki.blender.org/index.php?title=Dev:2.5/Source/Modeling/PBVH Thanks, -Nicholas On Fri, Jun 11, 2010 at 11:57 AM, Raul Fernandez Hernandez <ra...@info.upr.edu.cu> wrote: > Hi all > > A quick status report with good and bad news: > > The good first :P > I'm ready to commit when I get connected again the new patch that add > the possibility to get realtime feedback as the user subdivide the mesh, > I have set it as an option, becasue as I have feared for high polycounts > is still better to have it updated at stroke end. > I think this kind of flexibility is good, now the user have tree levels > > -Normal sculpting (current workflow) > -dynamic subdivission (realtime unlimited clay) (Low res) > -static subdivission (non realtime unlimited clay) (Hi res) > > The low res and high res threshold is machine dependant and not written > in stone ;) > > And ow the bad one: > Since the current sculpting system wasn't designed for dynamic topology > the PBVH tree which is based has no fast update function to handle > changes in topology without need to rebuild the entire tree, so the > current solution use the rebuild PBVH tree option that is painfully slow > for realtime update at relative low polycounts. > > But a derived good news is that such a function could be implemented, and > now that the problem is spotted, is the next goal to achieve. > > the new BLI_pbvh_update_mesh() function should insert the new subdivided > faces/verts in the tree as sugested by Nicholas Bishop ... a question > though: What is the best expected time for updates in a PBVH tree? > > I will preciate the help of the creators of the pbvh structure, a quick > explanation on how it works could save me lot of time trying to understnd > it from the plain source code :) > > Cheers Raul > > Cheers Raul > > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers