Volume Mesh
体积网格
It can happen that an object’s mesh flow is a little bent out of shape due to an excessive use of sculpting, for example. Some regions can end up running out of "deformable" points, which can produce artefacting when the object is sculpted.
例如,由于过度使用雕刻,物体的网格流动可能会有点弯曲变形。一些区域可能会耗尽“可变形”点,这些点可以在雕刻物体时产生人工制品。
It’s now possible to repeatedly shape an object and subsequently apply the Volume Mesh to create just about any shape from a sphere or cube, for example.
例如,现在可以重复对一个对象进行形状设计,然后应用体积网格来创建几乎任何形状的球体或立方体。
Good results can also be achieved with this function in conjunction with Deformers (deformation effect is taken into account when the function is called up): deform, Volume Mesh, deform, Volume Mesh and so on. There will always be enough points.
该功能与变形功能结合也可以取得很好的效果(在调用该功能时考虑了变形效果) : 变形、体网格、变形、体网格等。总会有足够的要点。
Note, however, that the original mesh flow will be lost and the quads that are generated will not necessarily be level.
但是请注意,原始网格流将丢失,生成的四边形不一定是水平的。
With the help of OpenVDB, a new object with approximately the same (if desired) point density can be created from a voluminous object.
在 OpenVDB 的帮助下,可以从大量的对象中创建一个具有大致相同(如果需要)点密度的新对象。
Objects to which a Volume Mesh are applied look for the most part as follows:
应用体积网格的对象的大部分内容如下:
Another use would be to connect objects in order to edit them using the Sculpt function:
另一个用途是连接对象以便使用 Sculpt 函数进行编辑:
使用
If the Preserve Objects option is enabled, you can see exactly what this command does: a series of OpenVDB functions take effect. Depending on the settings defined, the following will happen:
如果启用了 Preserve Objects 选项,您可以确切地看到这个命令的作用: 一系列 OpenVDB 函数生效。根据定义的设置,将发生以下情况:
设置
体素尺寸
This setting correspond to the Volume Builder’s Voxel Size setting: the larger the value, the more coarse the internal Voxels and in turn the final mesh will be.
这个设置对应于体积生成器的体素大小设置: 值越大,内部体素越粗,反过来最终的网格将。
先细分
If this option is enabled, the following will happen, depending on whether or not Create Hierarchy is enabled:
如果启用此选项,将发生以下情况,具体取决于是否启用了 Create Hierarchy:
This means that the respective object will be rounded prior to being converted to Voxels. This will, for example, result in facetting on an undulating surface not being visible.
这意味着相应的对象将在转换为体素之前被舍入。例如,这将导致面对波浪起伏的表面是不可见的。
真顺利
Enter a value greater than 0 if a Smooth Filter will be applied. The higher the value, the greater the degree of rounding on edges and corners will be.
如果要应用平滑筛选器,则输入大于0的值。数值越大,棱角的圆滑程度就越大。
This setting smooths after the Voxel generation (in contrast to the previous function).
这个设置在体素生成之后变得平滑(与之前的函数相反)。
保存对象
Enable this option If not only new objects should be created but also - as described here - be placed in a hierarchy so they can be adjusted interactively. Select the
Volume Mesher and call up the Current State to
Object
启用此选项如果不仅应该创建新对象,而且——如此处所述——应该将其放置在层次结构中,以便交互式地调整它们。选择 Volume Mesher 并调用 Current State to Object 创建一个可编辑的多边形对象。
If this option is disabled, objects that have no closed surfaces will be closed.
如果禁用此选项,则没有封闭曲面的对象将被关闭。