We have tested it and it works very well, it useful in many situation and it does not include a new modifer (something that can be more problematic).
Having the OpenVDB remesh option in the remesher modifier is super useful for various things, like mixing fluid simulations tih hand made geometric animations, making boolean operations that won’t create different geometry but a very stable base to work with, and easy to animate, and many other things.
Well, it is in the remesh modifier in the sculpt branch. You can move objects around and they will continuously voxel remesh. It’s just not been merged yet, if I’m not mistaken. But you can go test it out I’m the sculpt branch!
I see. I think it’s just a time thing. It probably needs some more work before it’s fully ready, after all live-continuous voxel remeshing sounds a lot more difficult than 1 time remeshing. I wouldn’t be surprised to see it in 2.81 or 2.82.
What we removed is a separate modifier for the particle mesher, while a point of view is having it as a separate modifier, in fact what we do is to remesh particles, since particles itself are vertex floating around, we don’t think there is a need for a full new modifier, things acomodate very well inside the remesh modifier.
It works pretty well right now.
@jesterKing@scorpion81 already did the split in two patches, now he is working again with everything tied together, he can explain why he made the dev decission, but from a user standpoint, the particle meshing options inside the remesher works very well and it avoids the need for a new modifier.
We already have Voxel remesher implemented, but it doesn’t gives non-destructive workflow. It’s good for sculpting when you want to fix your topology really fast.
Is there any possibilities to add this feature to remesh modifier? I tested it months ago in one Build (which currently I can’t find on Graphicall) thinking that it will be implemented with 2.81 considering that everything worked for me just fine, but it’s still not available in latest build.