What I dont understand is, how does it smooth-out the visible yanks in the mesh, but while not also shoothing-out the nose for example? does it use the base static mesh shape or?

nevertheless, 100% nice! :)


On 09/07/14 9:19, Miquel Campos wrote:
100% ICE


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Miquel Campos
www.miquelTD.com



On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling <sebastien.sterl...@gmail.com> wrote:
Looks cool ! is this all in Ice ? or does it require another mesh to be smoothed out ?


On 7 September 2014 05:14, Miquel Campos <miquel.cam...@gmail.com> wrote:
Hello,

I would like to share with you my Delta Mush ICE compounds (Or what I guess delta mush is :P). I am pretty sure is not the best implementation of Delta Mush (due my null maths skills ) but it is working kind of OK.  (Very slow that is true  )

This version is using a simple average neighbours smoothing (I think this is a uniform Laplacian), without any weighted average. That means that can cause smoothing artifacts if the mesh have big differences between the smallest and biggest  polygons. This artifacts normally show up with higher mush iterations.

One little trick that I found is apply a relax before apply Delta Mush.  So this uniform a little the size of the polygons

Also I found Delta mush is very impressive when you only have 1 deformer x Point. is like Voodoo magic ;)

Regarding experiments and errors, If the smoothing at origin is different that the smoothing in the final, you can control how much the detail is washout or exaggerate. I call it the body-builder effect.


I hope you like it! 

if you have any improvement or smoothing  algorithm, please share it :)

Cheers,
Miquel 

PS: you need to activate the delta mush in the sample scene. Check the Second ICE tree in the animation stack.
PS2: Eddy share your OCD compounds, we want it!! ;)


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Miquel Campos
www.miquelTD.com




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