Solidify Modifier - New "Rim Only" option #37296

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opened 2013-11-03 17:39:36 +01:00 by Martin Felke · 15 comments
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%%%

Hello,

this patch should allow to only add the rim and omit the inner shell when a solidify modifier is used.
Best to be used together with the Fill Rim Option to see a visual difference.

Todo: avoid copying the verts in this operation or delete them afterwards; for now there are still loose verts left by the
modifier operation.

scorpion81%%%

%%% Hello, this patch should allow to only add the rim and omit the inner shell when a solidify modifier is used. Best to be used together with the Fill Rim Option to see a visual difference. Todo: avoid copying the verts in this operation or delete them afterwards; for now there are still loose verts left by the modifier operation. scorpion81%%%
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Changed status to: 'Open'

Changed status to: 'Open'
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%%%improved the patch now; only creating necessary geometry and showing almost no errors, except on triangular faces like on icosphere
further todo: investigate "even thickness" misbehavior with rim only option%%%

%%%improved the patch now; only creating necessary geometry and showing almost no errors, except on triangular faces like on icosphere further todo: investigate "even thickness" misbehavior with rim only option%%%

Added subscriber: @RobinKarlsson

Added subscriber: @RobinKarlsson

Would it be possible to add a way to only keep the new offset faces created with the solidify modifier (that is without the original faces or the rim)? This would be of great benefit when making cages for baking textures from highpoly to lowpoly models. You can already do something similar with the displacement modifier but it doesn't work as well for models with sharp corners (you can the problem here: https://dl.dropboxusercontent.com/u/2000935/soldiify_vs_displace.png).

I totally understand if you don't want to do it, but it would make it a bit easier/faster to make gamerart with Blender as the current workflow isn't all that great. What you currently need to do when modelling cages is make a copy of the mesh, apply a solidify modifier (without the rim) and delete the insides or just make a copy and scale it up along the normals. Then every time you make a change to the original model (like add a loopcut) you need to redo the process which can become tedious if you've got to do it many times. Just turning on/off a solidify modifier upon export would be a lot handier.

Cheers
Nosslak

Would it be possible to add a way to only keep the new offset faces created with the solidify modifier (that is without the original faces or the rim)? This would be of great benefit when making cages for baking textures from highpoly to lowpoly models. You can already do something similar with the displacement modifier but it doesn't work as well for models with sharp corners (you can the problem here: https://dl.dropboxusercontent.com/u/2000935/soldiify_vs_displace.png). I totally understand if you don't want to do it, but it would make it a bit easier/faster to make gamerart with Blender as the current workflow isn't all that great. What you currently need to do when modelling cages is make a copy of the mesh, apply a solidify modifier (without the rim) and delete the insides or just make a copy and scale it up along the normals. Then every time you make a change to the original model (like add a loopcut) you need to redo the process which can become tedious if you've got to do it many times. Just turning on/off a solidify modifier upon export would be a lot handier. Cheers Nosslak
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Hi nosslak,

i just added a new "offset only" option to my patch. Should apply to newest master and includes the "rim only" option as well, so its cumulative.
Hope it is that what you expected. Would be glad to hear from you when you tested it. Btw, rim only and even thickness still has some visual error,
in case you might wonder.

Regards,
scorpion81

Hi nosslak, i just added a new "offset only" option to my patch. Should apply to newest master and includes the "rim only" option as well, so its cumulative. Hope it is that what you expected. Would be glad to hear from you when you tested it. Btw, rim only and even thickness still has some visual error, in case you might wonder. Regards, scorpion81
Author
Member

Attempt to fix the visual errors with even thickness and rim only, by automatically flipping the normals if even thickness and rim only are checked
and signs of offset and offset_fac are different, so visual errors are prevented.

Attempt to fix the visual errors with even thickness and rim only, by automatically flipping the normals if even thickness and rim only are checked and signs of offset and offset_fac are different, so visual errors are prevented.

Added subscriber: @karja

Added subscriber: @karja

Hey,

can you add a function to flip offset-material independently from normals?
This would help working with enabled Backface Culling in 3D-View.

Hey, can you add a function to flip offset-material independently from normals? This would help working with enabled Backface Culling in 3D-View.
Campbell Barton was assigned by Sergey Sharybin 2013-12-28 17:08:28 +01:00

Added subscriber: @Sergey

Added subscriber: @Sergey
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Update of the patch for current master (2.71.1), those are 2 patches in 1 file, mailbox format as suggested in Developer docs.

Question: shouldnt this be better put inside Differential, via arc ?

Update of the patch for current master (2.71.1), those are 2 patches in 1 file, mailbox format as suggested in Developer docs. Question: shouldnt this be better put inside Differential, via arc ?

This is adding back old code,

These commits are lost,probably others too

This is adding back old code, These commits are lost,*probably others too* - 27e86ed832 - a51a0ca772 - 4ca67869cc - bf462149a6 - c5ccbacdaa - f32079d4b9 - 158b4e61a0
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Added subscriber: @jta

Added subscriber: @jta

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Added subscriber: @kevindietrich

Added subscriber: @kevindietrich

Closing since it was commited.

Closing since it was commited.
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Reference: blender/blender#37296
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