You can now try Fast Remesh, your feeback is very welcome, thanks!
Check this post please [www.sidefx.com]
Based on the vanilla Remesh Node, The new Fast Remesh is more performant and it comes improved with some quality of life features.
- Up to
12.5x25.5x faster than vanilla Remesh Node thanks to multithreading (measured on a 24cores machine)
The input geo is divided into chunks to be remeshed independently and in parallel inside a compiled loop.
The chunks are then fused back together.
- Up to a 2.5x remeshing speed boost measured in a low specs dual cores laptop
- Different options to split the input Geo into chunks: by automatic fast clustering, by connectivity, by user attribute, by UV islands.
- Computes the Average Edge Length, with Target Size Presets in UI to easily set the target remesh size
The average edge length of the input Geo is a good starting point to set the desired remesh size, instead of blindly typing numbers and running a remesh to see what they mean. It can prevent some unnecessary slow cooks! The average edge length is also useful to simply equalize the topology.
- Advanced and Simple interface mode for faster user setup
- Preserves UVs
- Compatible with Safe Displace workflow (it won't break any a chain of layered safe displacements)
is an upcoming entry for the contest,this tool lets you displace geometry avoiding self-intersections
Features to be added to Fast Remesh: (not necessary before contest deadline)
- Target remesh size live linking with upstream geometry. For example, you might want any upcoming Geo to be remeshed with a target size of half of its average edge length. This is useful in PDG and wedging scenarios.
- Estimate the expected polycount of the remeshing. This would be a great quality of life improvement: super useful for the user to have this estimate during the setup.
- Maximum Polycount allowed. A threshold for polycount with automatic clamping of the target size. It could save a lot of time in automated workflows and prevent doomsday remeshing scenarios...
- Auto Detect CPU specs (like in the TOP Scheduler). How many cores are available for parallel processing?
This information is very useful to automatically setup the ideal number of chunks to split the geometry.
- Adaptive remeshing like in the vannilla Remesh Node. I haven't checked yet if it can be implemented.
- Noisy Clustering. A method to make clusters with noisier outlines that should produce a more natural topology around the seams.
Bugs and issues
- Some glitch in the UVs under certain conditions
- Need for more reliable tools to improve the quality of the topology produced around the seams
- Performance in some areas might be improved (fusing chunks, post compute normals, polydoctor alternative, user interface lag on heavy geos)