A remesh in a scenario will move mesh element IDs all over the place rendering a new channel useless for design purposes.
The maximum wsel equations makes the mesh look like a kalediscope.
Uber uses Hexagons to subdivide the world, and I am suggesting that ICM leverage something similiar to divy out 2D mesh IDs. This way if I modify the mesh in one hexagon - the remaining hexagons do not get renumbered.
Otherwise, I need to build a mesh level zone into the base mesh everytime a design iteration occurs, and painfully edit the zone in the scenarios to make everthing looks only halfway decent.
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https://youtu.be/ay2uwtRO3QE?si=-xjMGOVR6S3fokCN&t=895
Hi Matt, this is an interesting suggestion. When I checked their presentation, I came across the problem of subdivision. This would be relevant for terrain sensitive meshing, since hexagons don't allow perfect subdivision (like squares, or our current unstructured mesh). For Uber this is acceptable, but for computational meshing they could introduce modelling inaccuracies? Perhaps these would be minimal, and worth investigating. If you have ideas let me know 👍🏽