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Improve fuzzy skin with modifier #6759
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Update 2: This issue should now be fixed with PR #6794 |
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LGTM
Thanks
Wow. This is really great! |
Great addition, thank you. |
It would be nice if the same was done for speed modifiers: if I set a modifier to change perimeter speed for a part of an object, the modifier adds a surface (with all that comes with it, so changes of travel, lines are broken, ...) on the interface. See this: https://3dprinting.stackexchange.com/questions/23331/how-to-change-print-speed-along-a-perimeter Maybe check what caused the issue you solved just for fuzzy skin and solve it at the root? |
That won't be easy, but I'll look at this when possible. |
While I'm not manually assigning modifiers, color painting creates them and I have no control over it; and if someone were to use beam interlocking, things get crazy as seen here: #5185 (comment) Care to try that test case against your build? |
Description
Now using fuzzy skin on modifiers no longer generate extra perimeters between regions.
Currently I only completed the code for classic wall mode. Arachne still work-in-progress.Note: the algorithm can be slow with complicated models when using multiple modifiers (clipping and reconstructing polygons with lots of points can be computational intense), though it shouldn't slow down when using only one modifier compare to the original algorithm.
Fix #2647
Fix #5560
Screenshots/Recordings/Graphs