# 3D Membrane System

**URL:** https://forum.revolutionarygamesstudio.com/t/3d-membrane-system/747
**Category:** Programming
**Created:** [October 17, 2020, 11:48am UTC](https://forum.revolutionarygamesstudio.com/t/3d-membrane-system/747 "2020-10-17T11:48:37Z")
**Posts on this page:** 1
**Showing post:** 2

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### Author: ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [October 17, 2020, 11:54am UTC](https://forum.revolutionarygamesstudio.com/t/3d-membrane-system/747/2 "2020-10-17T11:54:02Z")

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As this is about programming (the membrane mesh generation), I changed the category there.

I think this recent idea for how to do it seemed very nice to me:

> [@Convolution Surfaces: A better alternative to metaballs](https://forum.revolutionarygamesstudio.com/t/convolution-surfaces-a-better-alternative-to-metaballs/737):
>
> I saw the metaballs concept on my Facebook feed, and figured I should probably makes this post (about 4 years overdue). One of the things I was working on back in 2016 was figuring out a good solution for 2d and 3d organism editing. There are quite a few constraints that a good editor should meet, but the 3 main ones is that it should be easy to use (you don’t need a 2 hour long course to design a creature), it should be sufficiently powerful (any creature you can come up with should be possible…

and also the reply in that thread.

How does your idea differ from that, what are the pros and cons with your system? I got the picture that the convolution surfaces idea would fulfill all of the things the players seem to want the membrane to do.

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