How to handle curve object evaluation to mesh data #89676
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opened 2021-07-06 07:21:30 +02:00 by Hans Goudey
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Reference: blender/blender#89676
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Background
Currently curves in Blender evaluate to quite a few different data structures:
BevList
)DispList
)Mesh
).You might think this mess of data structures doesn't necessarily influence users, but it inevitably does, as can be expected when the internal representation differs from what is presented in the UI by a lot over the years. Here are some of the downsides of this approach:
DispList
or toMesh
happened in the modifier stack.The generated surface, either "Mesh" or "DispList" historically had to be "part of the curve" because objects could only really evaluate to their original data type. Now, with the concept of geometry sets, we have so much more flexibility-- a curve object can evaluate to a mesh, a curve, a point cloud, or even a volume, and even all at the same time! And the result is easy to understand because of nodes and features like the spreadsheet.
The Problem
In geometry nodes, curve data is just the control points, and the evaluated points implicitly. Any surface generation happens explicitly with nodes like the curve to mesh node. This is what users expect, because these are the data types they recognize in Blender.
However, during evaluation, curve objects still generate surface data, the data generated when changing settings in the "Geometry" panel of curve objects.
So, which data do we import when we import a curve into geometry nodes? Whether through a modifier on the curve object or the object info node?
The Proposal
Here is my proposed solution to this problem:
In general I think node-based versions of these features will be significantly more flexible, more powerful, and easier to understand even. These implicit evaluation options would be replaced by a few nodes-- the "Curve to Mesh" node, "Curve Trim" ("Start & End Mapping"), "Curve Sample" (transferring taper from another curve), and "Curve Fill" (2D curves) nodes in the future. The options could be moved with versioning so old files still worked.
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @HooglyBoogly
Added subscriber: @JacquesLucke
I might be missing something but here is my take on it.
When using the Object Info node in another object:
When using a Geometry Nodes modifier on the curve object:
(Both cases are pretty much the same really.)
In the long term, I agree that we should phase out the geometry settings on curves and replace them with prebuild node groups that can just be used instead.
The currently automatic conversion from control points to evaluated points and from evaluated points to mesh can be replaced with modifiers/nodes in versioning code.
Yeah, I think that's ideally how it would work. I've basically implemented that in the patch, with a caveat of not including the second option, the poly spline from a tessellated displaced
DispList
. The tessellated data is stored separately (it's not even used for curve deform), in a different format. Converting it to a poly spline you also lose the overridden tangents from the start and end of a Bezier spline. So that second part you mention is a little more complicated in reality anyway.For the versioning to node implementations, we need a few more things (this list is mostly to keep track of this myself):
Not sure I understand that. What overridden tangents are we talking about?
Sorry, that was really vague. Here's what I meant. Bezier splines can get their first and last tangents from the last handles, while on poly splines that information doesn't exist.
{F10223628 size=full}
Actually though, having thought about it more, I think there is another reason to avoid using implicit to-poly behavior on curves-- making it clear to the user what is deformed.
Previously all we had was the little flag in the header of curve modifiers, but with nodes this can be much more explicit. That would unify the idea that the position attribute, i.e. "what is deformed" corresponds to what you would move in edit mode. If you have a curve resample node (with an "Evaluated" mode maybe), and you deform afterwards, it's more clear than if the evaluation happens implicitly.
Okay, so instead of creating the poly spline, you're just creating mesh now, right? Fine with me.
Socket inspection makes checking the behavior of your patch so much easier :D
Yep, exactly!
These quality of life improvements do seem to have multiplying benefits : )
Added subscriber: @DuarteRamos
Changed status from 'Confirmed' to: 'Resolved'