At the moment, in the process of learning the c++ part of blender, I am making an attribute smoothing node.
This thread is for discussing this project.
Plans:
Smooth:
all attribute types
mesh, curve
Parameters:
Attribute
Factor
Selection
The main task is also to develop this algorithm with field support. There are currently no comparable algorithms in blender that can work with attributes.
Well it’s not obvious that the iteration socket hides mask functionality, but the presence of the socket also means that you can pipe something into it so the user might finally figure it out by trial.
I for sure would just YOLO it and plug anything just to see what this socket is for.
Maybe explaining this in docs would be enough?
Also I really like the idea of one node for smoothing both geometry and 3D textures.
Personally, I think that to fit in with the rest of the nodes, it should have a selection input that is the mask. Also, amazing project, this is something I’ve wanted for ages!
One more nitpick about the naming. I think that Mix should be named “Amount” as Mix in Blender usually refers to mixing or interpolating between two unique input values, where as in this case, Mix really just refers to amount of the filtering
I plan to implement only mesh and curve as blur objects for now
In the future, for unconnected points as well as ordinary meshes and curves
a work-interval will be added, in which only distance is used instead of a link.
It will work like a gravitational field. So far, this is very different from a simple blur.
Today I found out that all the latest tests were run on a build without multithreading enabled.
After yesterday’s discussion with the developers in the chat, today I improved multithreading support.
And also made an assembly with several threads: