Cage opened this issue on Apr 03, 2010 · 610 posts
Cage posted Fri, 07 May 2010 at 8:11 PM
Interesting. I've switched to pre-compiling the cube corners and doing lookups, and this seems to have removed the trouble I was seeing with unwanted influence which prevented the screening of out-of-range balls. With all of this screening in place now, the script will process ten balls in about a second, at a mesh resolution setting of 12 (which ends up generating a 24 X 24 X 24 box grid for the marching cubes). So it's looking better, but still not particularly fast, if cases with hundreds or thousands of balls (or particles) are truly being considered.
I think I can get more speed with an octree scheme of some sort, although I'm not yet sure how that will impact the new pre-compiled data method. I also have an idea of how to better control the final mesh density while avoiding any processing of empty spaces without any ball influences. I'll see what I can do with that.
Thanks for the links, nruddock and ADP. :thumbupboth: I'm not prepared to commit to trying particle simulations, but more information and examples can definitely help me think about the idea more effectively.
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.