Mesh Mirror Node #86904
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
12 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#86904
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
{F9914997 size=500}
Changes and simplifications in comparison to the modifier:
It reflects on an arbitrary plane which is defined by position and rotation.
It shows a gizmo that visualizes the reflection plane.
Merge by distance operation can be done by a separate node.
Open Questions:
Will we handle UV data in this node or a separate one?
How to handle the Bisect option. Having Bisect as separate node makes sense, but to use it in combination with the mirror node would require to some effort to get them lined up correctly e.g. using at least the same plane for both nodes.
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Added subscriber: @FabianSchempp
Added subscriber: @KenzieMac130
I vote to keep it as lean as possible and focus on one arbitrary axis with bisection. I'm not sure how merging works in the mirror modifier but if it only merges vertices with the opposite axis then that should be part of the node as well rather than a separate node. Three of them can be chained together with some boiler plate to make the full modifier.
Added subscriber: @GeorgiaPacific
Agree with MacKenzie on having it lean with one arbitrary axis and then being able to chain multiple nodes together.
Added subscriber: @Erindale
Could that mirror plane gizmo be interactable? It would be great to just position that plane in 3D and have the node receive the new transform data
Added subscriber: @CreatorSiSo
You could make it so that the normal Gizmo (obviosly without the scale handles) turns up when you hover over the 3d viewport
2021.03.25-02.22.mp4
Yes! That's exactly what I had in mind!
Also I think it would make sence to have the mirror plane show up when you select the node and not when something is changed (because its usefull information and if you wanted to see it you would have to always update the node)
Removed subscriber: @CreatorSiSo
Added subscriber: @CreatorSiSo
This comment was removed by @FabianSchempp-4
Yes it can and its someting I would like to do. This Gizmos are made to be interactive. Nice mockup BTW.
Yes, that is only a limitation of the prototype. But I also would like to do that.
Added subscriber: @MiroHorvath
I'm wondering, is the bisect functionality something closely tied with mesh mirror node or can it exist as a separate node?
Added subscriber: @NoBlahBlah
I think this can be broken down into several more primitive nodes. When you think about it all that mirror modifier seems to be doing is duplicating things and then moving them somewhere. Without bisect option it duplicates everything indiscriminately and with bisect it only duplicates either positive or negative side of axis and then overwrites it with the other side. Honestly all this is reminding me of just good old memory operations, copying an array, repeating it, overwriting parts of it etc etc.
Added subscriber: @Taumich
Wouldn't a separate "trim geometry"-node before mirroring in the same axis essentially function as a bisect?
Added subscriber: @RogerMenzi
Added subscriber: @luischerub
Added subscriber: @NahuelBelich
a third open question i may add is,
what its going to happen with the clipping option and the chance that the modifier has to detect the symmetry plane and not create faces when extruding along it? maybe a selection output to filter this and to be able to connected to a delete it?
Peek 2021-12-26 19-26.webm
This will probably end up being a node group when some issues with the append & reuse behavior are fixed and we have time to work on high-level node groups to bundle with Blender.