Mesh Smooth Node #86903
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Reference: blender/blender#86903
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This task is for a port of the "Smooth" modifier to a node.
Details
Implementation Questions
The factor is clamped between 0 and 1. This is a consequence of the mixer design used for the attributes. Can be corrected by simply refusing that the factor always accumulates from positive components D16351: BKE_attribute_math: DefaultMixer: remove asserts for negative weight.
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @HooglyBoogly
Added subscriber: @howardt
Added subscriber: @KenzieMac130
Would it be possible to generalize this to other attributes than position? I could see users wanting to smooth things like uv's and normals/direction vectors as well. I'm wondering if this might be a good place to do an attribute smooth/blur.
Yeah, that's an interesting idea. I think it's definitely possible. The algorithm is specific to meshes anyway, since it uses edges, so I'm not sure I would make it an attribute node, but an input for an attribute choice could always be added in the future. Though I think it would need to use the point domain.
After talking with Hans about this some, I think I will generalize this node to have both an input attribute and result attribute. For now, both should be on the Point domain, though I can think of ways to generalize to other domains. On the point domain, the semantics are: the nominal smoothed result attribute value is gotten by taking, for each edge attached to the point, the average attribute value at each end of the edge, and averaging all those together. (This is what the Smooth modifier does for "position".) Then the Factor, which can be per-Point if the Factor input is also on the Point domain, is used as the interpolation factor between the original attribute value and the nominal smoothed result.
Also, upon reflection, a soft range of about -3 to 3 seems approximately right for Factor. There is some usefulness of going outside the range of strictly between "original" and "nominal smoothed value", but it starts to get crazy (at least for position) when the factor is more than about 3.
Added subscriber: @GregoryS
Added subscriber: @Calra
I've made an initial try at this, in D10951.
Added subscriber: @Zeastin
Added subscriber: @GeorgiaPacific
This issue was referenced by
d68c47ff34
Added subscriber: @MysteryPancake
Is there likely to be an "Attribute Sharpen" node in the future? If so, it might be better to generalize this node into a "Filter" node (similar to the compositor) or a "Kernel" node
So far, no plans, the design of the work will be interesting
We've never talked about a "Sharpen" node. Maybe it would be useful, not sure though. In that case, I'm not sure there would be a benefit compared to having two separate nodes, unless maybe the kernel itself was an input socket.
Ah nevermind, it is possible to sharpen by using a negative weight. It is cool this is possible :)
Added subscriber: @JacquesLucke
Added subscriber: @AgentA1cr
It would be quite useful to be able to set the weight of individual neighbor elements. Is that something that might be implemented in the future?
Yes, might be implemented in the future. We need some more code infrastructure to support that well, but there is no fundamental reason not to support it in the future.
Perhaps something similar to what's used for the sorting weight of neighboring elements in the mesh topology nodes?
This issue was referenced by blender/documentation@9948
Docs: Geometry Node: Blur Attribute (D17157)