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Replying to and
it is possible that at some point it reflects back on itself and creates a bigger box? Sort of like how if you try to compress one dimension too small that dimension goes completely flat?
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Replying to and
The bounding box controls the underlying voxel/sdf res, a cube of say 10 X 10 X 10 etc. Which is aligned to the sculpt's grid, which is combined with the fleck density on the outside to create the cost of the object/
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And the bounding box jumps up and down by powers of 2 I believe. Pro tip is use the cut out tool, aligned to the local grid of the sculpt, using a cube shape to help optimise the sculpt to the max (technically just lets you add more the max tightness possible)
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Replying to and
Yep graphics cost should be roughly the number of flecks, but there are some rounding effects that can move that number around a bit. Grid size snaps to the nearest power of approx 1.19 (4 levels for each power of 2).
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Replying to and
Heres the experiment I've run: I lay down a 2 dot cube in standard grid. Then I go to successively smaller grid sizes and peel that amount off each dimension with stretch. 1/8 grid size is the most expensive.(15/8x15/8x15/8) Would the rounding be the thing accounting for that?
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