Another reason I think keeping the topology constant (at least as an option) is good, that I didn’t think of earlier: many Mesh cache file formats expect objects to have the same topology in each frame.
I have done a little thinking about this… the dynamic remeshing option keeps the UV’s constant. I think it might be possible to create a binding that is relative to UV space. The modifier could do something similar to Data Transfer- each vertex would find the nearest point on the surface and record its UV coordinates. Then, instead of transfering the data, it would try to match the relative location of the vertex and the point on the surface that has that UV. Of course, this would mean overlapping UV’s in the simulation mesh would break things, and there would be the problem of calculating the displacement. I think it would work if it was measured relative to the vertex’s normals. Obviously, though, there could be a simpler solution. I think creating a fixed mesh from the simulation would be pretty straightforward using a similar method to this one.
I haven’t learned to code C yet (hopefully soon!), but I might be interested in testing some of these ideas out with Python. I’m very excited about this project! Thanks for being a part of Blender, @ ish_bosamiya
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