Mesh Mirror Node #86904

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opened 2021-03-24 21:43:14 +01:00 by Fabian Schempp · 27 comments
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{F9914997 size=500}

Changes and simplifications in comparison to the modifier:

  1. It reflects on an arbitrary plane which is defined by position and rotation.

  2. It shows a gizmo that visualizes the reflection plane.

  3. Merge by distance operation can be done by a separate node.

Open Questions:

  1. Will we handle UV data in this node or a separate one?

  2. 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.

{[F9914997](https://archive.blender.org/developer/F9914997/mirror.png) size=500} **Changes and simplifications in comparison to the modifier:** 1. It reflects on an arbitrary plane which is defined by position and rotation. 2. It shows a gizmo that visualizes the reflection plane. 3. Merge by distance operation can be done by a separate node. **Open Questions:** 1. Will we handle UV data in this node or a separate one? 2. 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.
Fabian Schempp self-assigned this 2021-03-24 21:43:14 +01:00
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Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
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Added subscriber: @FabianSchempp

Added subscriber: @FabianSchempp
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Added subscriber: @KenzieMac130

Added subscriber: @KenzieMac130
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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.

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

Added subscriber: @GeorgiaPacific

In #86904#1135754, @KenzieMac130 wrote:
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.

Agree with MacKenzie on having it lean with one arbitrary axis and then being able to chain multiple nodes together.

> In #86904#1135754, @KenzieMac130 wrote: > 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. Agree with MacKenzie on having it lean with one arbitrary axis and then being able to chain multiple nodes together.

Added subscriber: @Erindale

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

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

Added subscriber: @CreatorSiSo

In #86904#1135895, @Erindale wrote:
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

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

> In #86904#1135895, @Erindale wrote: > 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 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](https://archive.blender.org/developer/F9908611/2021.03.25-02.22.mp4)

In #86904#1135904, @CreatorSiSo wrote:
normal Gizmo turns up

Yes! That's exactly what I had in mind!

> In #86904#1135904, @CreatorSiSo wrote: >normal Gizmo turns up 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)

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

Removed subscriber: @CreatorSiSo
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Added subscriber: @CreatorSiSo

Added subscriber: @CreatorSiSo
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This comment was removed by @FabianSchempp-4

*This comment was removed by @FabianSchempp-4*
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In #86904#1135906, @CreatorSiSo wrote:
You could make it so that the normal Gizmo (obviosly without the scale handles) turns up when you hover over the 3d viewport

Yes it can and its someting I would like to do. This Gizmos are made to be interactive. Nice mockup BTW.

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)

Yes, that is only a limitation of the prototype. But I also would like to do that.

> In #86904#1135906, @CreatorSiSo wrote: >You could make it so that the normal Gizmo (obviosly without the scale handles) turns up when you hover over the 3d viewport Yes it can and its someting I would like to do. This Gizmos are made to be interactive. Nice mockup BTW. > 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) Yes, that is only a limitation of the prototype. But I also would like to do that.

Added subscriber: @MiroHorvath

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?

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

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.

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

Added subscriber: @Taumich

Wouldn't a separate "trim geometry"-node before mirroring in the same axis essentially function as a bisect?

Wouldn't a separate "trim geometry"-node before mirroring in the same axis essentially function as a bisect?

Added subscriber: @RogerMenzi

Added subscriber: @RogerMenzi

Added subscriber: @luischerub

Added subscriber: @luischerub

Added subscriber: @NahuelBelich

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

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](https://archive.blender.org/developer/F12777083/Peek_2021-12-26_19-26.webm)
Philipp Oeser removed the
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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.

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.
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Reference: blender/blender#86904
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