This adds the Voxel Mode to the current remesh modifier. It works
exactly the same way as the voxel remesh operator and uses the same
properties to control the remeshing. We can exand this with more options
in the future (fix poles, reprojection...)
Details
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- Repository
- rB Blender
Event Timeline
Looks good, except this is missing initialization of the properties in the modifier initData and in versioning.
I think we should also consider making Voxel the default mode for the Remesh modifier.
Sorry people, first time here. I hope I'm not messing up things.
Great work @Pablo Dobarro (pablodp606) and @Brecht Van Lommel (brecht) but I think making the Voxel the default mode can lead to machine freezing on large mesh.
Current size is 0,1m, if I would like to remesh a terrain, I have to use a dummy object to set up the modifier.
Octree depth was less harmful on all kind of meshes. I suggest to switch back to Smooth or Sharp....
Here's an extensive post on devtalk https://devtalk.blender.org/t/voxel-mode-for-remesh-modifier-should-not-be-the-default/16598
Thanks for pointing it out @Ankit Meel (ankitm), but reading the review I couldn't find any reference to the problem of adding the Voxel remesh to large objects.
My issue is not a bug, or a crash, or soft limits isssue, everything is working fine: it's just not a good idea to use Voxel remesh option, which works on absolute units, as the default.
I think the ones with Octree are more agile and currently a better choiche as default.
Am I missing something? Is it already planned there to switch back to one of those modes?
