Discussing what you think should/shouldn’t be accepted is a separate issue.
2 posts were merged into an existing topic: Blender’s Architecture (split from merge modifier discussion)
Perhaps im crazy, but when you merge in the array and its above the simple modifier. Why is that gap there again then? That doesnt make sense?
EDIT
I see what you mean. first and last doesnt seem to take note when its above the bend deform
The stack is reversed, so the array is below the simple deform.
The simple deform needs a merge option or/and we need a merge modifier.
Since devs told that the modifier will be implemented this thread don’t have reason to be bump each few time.
If you want to talk about blender architecture it is better split that topic in other thread.
your dream is near:
Weld Modifier: Initial Implementation
Part of T70240
This patch can be split into two commits:
- BLI_bvhtree_overlap_ex: add ‘max_interactions’ parameter
- Weld Modifier: Initial Implementation
It only solves the option described as Full in the proposal.
Still to be done
From proposal
- Seams: restrict welding to vertices along boundary edges.
- Edge Collapse: collapse edges below the length threshold.
- Vertex Group: option to limit welding to vertex groups.
Other ToDos
- New icon for the modifier.
- Some customdata types are not being correctly interpolated (vertex colors rgba, vertex weight).
- A real distance to merge (currently the distance is used to test cubic node overlap).
- Cache BVHTree.
Fantastic news!
I made two rather light hearted quick mock-ups:
I’m afraid a Weld mod would be in the ‘Generate’ section. LOL
Hi there, thanks for the info
When you say that this modifier is in the master release, where exactly can I download it? I ask you thisk since in the 2.82 Alpha I find nowhere the Merge Modifier Thanks again
Cheers.
Hi Michele, perhaps it hasn’t been commited in time for compilation. Maybe tomorrow.
It’s in master, and if you build your own blender and pull the latest commits, you get the new Weld modifier.
Thanks everyone. I guess I just have to wait for the builder
Cheers.
IMO, these options should be added to the weld modifier:
- verts snap only, without welding
- remeve/fix degenerate faces/edges(degenerate dissolve)
- remove unused verts(delete loose)
- removing interior faces would be nice, but that requires a volumetric solution based on AO map baking or boolean/voxel remesh
Hm, now if I think about it: in some cases removing interior faces might not require complex volumetric algorithms if you try to remove them at creation time. For that, you have to check, for each face removed, if there’s a double or more and then remove those as well.