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From: 777RAVEN777
7 Nov   [#1]
Subdiv works on polygons that have a maximum of 4 vertices, but if I have a (fairly) complex model in which some of the faces/polygons have more than 4, I can manually go through and trim them all till subdiv is happy (which can take ages) but is there a script or command - or even a standalone app - which will find those polygons and do the job in 1/1000th of the time?

I know it's been talked about a lot but I thought I'd ask here first rather than scroll through the forum history ;)

Cheers in advance
From: Michael Gibson
7 Nov   [#2] In reply to [#1]
Hi Raven, do you have an example model that you could post?

It's generally better to do sub-d modeling in a polygon modeling program instead of doing it in MOI.

Programs that focus on poly modeling have a variety of tools for reconstructing things out of quads, including automatic methods. Those are usually referred to as "retopology" tools.

So if you do a web search for "retopology blender" a bunch of stuff will come up about that.

- Michael
From: 777RAVEN777
7 Nov   [#3] In reply to [#2]
Moi is more than sufficient for most of what I do, but occasionally I need something to look a little more curvy & organic - filleting usually takes care of that but in the case of constructing compound surfaces, that can take a while & a lot of trial & error. Some of the examples I've seen here just using subdiv are exactly what I'm after

i don't have any specific need for it right at the moment - just asking generally as it's great to have one more trick in the toolbox :)
From: Michael Gibson
7 Nov   [#4] In reply to [#3]
Hi Raven, that's just it though - sub-d modeling programs are entirely purpose built around manipulating quad control cages.

So they're a better fitting tool for working on that kind of data.

It's best to do the sub-d modeling inside a sub-d modeling tool and then you can import it into MOI using SubD > Create > "From file" instead of trying to use MOI as a sub-d modeling tool itself which it isn't.

- Michael
From: Frenchy Pilou (PILOU)
7 Nov   [#5]
it's more funny to make directly subdivision in Moi!
With only 4 functions!
(And of course any native Moi functions! (Like Extrude...in some conditions :)

thx Max Smirnov!

From: 777RAVEN777
7 Nov   [#6] In reply to [#5]
Found what I needed - it's just sSplit :) Makes things way easier than projecting curves & then trimming

Boy some folks here have way more brains than I'll ever use - there are some great scripts & commands I never knew existed....
From: PaQ
7 Nov   [#7] In reply to [#1]
For 5 (maybe 6) and 3 ngones, you can often just apply a subdivision level to your 3D poly model before saving; you will get a full quad model.
It also works with any type of ngones, but the topo result might look unpleasant.

Chasing ngones is a good thing, but at the end, it's the number of edges connecting to a single points that will create "ugly" result (bad topology flow), and it's often way more tedious to fix.
If it's just to satisfy some loader restriction, pre-subdividing the mesh can be enough.
From: 777RAVEN777
8 Nov   [#8] In reply to [#7]
When you say 'apply a subdivision level' do you mean use something like sSplit?
From: Frenchy Pilou (PILOU)
8 Nov   [#9] In reply to [#8]
No sSPlit (in Moi3D) is used for add Lines cut for Divide a solid ( or add faces ) for facilitate the Subdivision!

_SubdivBeta9 makes the Subdivision of the solid(s) itself! (round the volume(s))

Here like 100 levels of Subdivision! ;) in Moi : in another prog that will be 0 to 7 because numbers of facetts x 4 at each level! ;)

In Hexagon 2 : 0 to 7... Level 3 is yet a cool sphere ! :) And want not explode my Hard Memory!



In Moi3D It's like a game because you must always find some tricks for have a solid(s) without internal faces !
And better to have "quad" faces!

https://moiscript.weebly.com/la-subdivision.html

SSplit only one edge


SSplit on faces! (special here because start is not a quad so SPlit ones Top & Bottom !


SBridge + _SubdivBeta9 at the end
S

SSize (works with Control Points) + _SubdivBeta9 at the end


Then the Free Vizcom for some cool rendering! ;)

ect...

From: 777RAVEN777
8 Nov   [#10] In reply to [#9]
Ok so Subdiv does actually divide into smaller polys - it just doesn't show them?

I notice the beta6 has a High Quality mode but the beta9 doesn't seem to....
From: 777RAVEN777
8 Nov   [#11] In reply to [#9]
Btw - nice work Frenchy :)
From: Frenchy Pilou (PILOU)
8 Nov   [#12] In reply to [#10]
I wouldn't say that: I believe subdiv convert the solid(s) in surfaces Nurbs! ;) like patches....
And you see them !

Can be less or more numerous (patches) depending of the Original OBJ and method used!

Here the Native SubD / Create from file


Moi is not a Poly modeler!
We can simulate Subdivision in it! ;)
Thx Max Smirnov!
Compare to this ligh one! :)
_Import OBJ

From: Michael Gibson
8 Nov   [#13] In reply to [#10]
Hi Raven,

re:
> Ok so Subdiv does actually divide into smaller polys - it just doesn't show them?

No, the Subdiv plug-in works somewhat differently than applying subdivision in a poly modeling program.

In a poly modeling program you can apply subd smoothing which generates a denser mesh. There's a good overview here:
https://www.youtube.com/watch?v=ckOTl2GcS-E

For SubD to NURBS surface conversion it's a little different. It isn't making polygon output in steps, it's trying to make a smooth "limit surface" result.

- Michael
From: Michael Gibson
8 Nov   [#14] In reply to [#12]
Hi Pilou,

re:
> Here the Native SubD / Create from file

It looks like you're importing a triangulated or high density mesh there.

To be clear, that's not what you should be doing. You should have the sub-d control cage in the .obj file you import, not a high density already subdivided or triangulated render mesh.

- Michael
From: Frenchy Pilou (PILOU)
8 Nov   [#15] In reply to [#14]
Yes i can have different options! :) (free Hexagon 2)



And seems that your Create from file is very similar than the CatMull Clark ? (first on the left)
On the left i took Doo Sabin Level 2 (before Import inside moi)

I obtain the same result than Catmull Clark if I import the OBJ at level 0 so straight lines!
It's Moi that makes the subdivision (same result than Catmull Clark! :)
If I send a not subdivised file i have the result on the right! So Cool!


From: PaQ
8 Nov   [#16] In reply to [#8]
Hello 777RAVEN777,

Sorry I kinda miss the fact you are creating your "poly" model in MoI.
I was referring to poly modelling software, where you can simply add a level of subdivision to an arbitrary surface and thus create a full quad mesh.
It indeed does add complexity to the model, but it's a quick way to generate quad only topology and thus bypass some mesh loader limitation that doesn't handle ngones.

Image Attachments:
Subd.JPG 


From: Michael Gibson
8 Nov   [#17] In reply to [#15]
Hi Pilou,

re:
> I obtain the same result than Catmull Clark if I import the OBJ at level 0 so straight lines!
> It's Moi that makes the subdivision (same result than Catmull Clark! :)

Right, that's how you want to do it.

The other result you're showing like this:


is because you're converting into smaller triangles and then trying to process that triangulated mesh as a sub-d control cage. That will make an extremely dense surface and also introduce a lot of bumpy artifacts so it's not a productive option.

- Michael

Image Attachments:
pilou_subdivision.png 


From: Frenchy Pilou (PILOU)
8 Nov   [#18] In reply to [#17]
Yes...was to see what it would be like the result of take a subdivided objet...
so not useful except if you want have some base design for some cool graphic extrudes! ;)

Dezine




Vizcom

From: PaQ
8 Nov   [#19]
Really dude stop posting 40 AI images in every thread you take part off, we get you excitement, but this is just stupid now ... as annoying as vegan activist !
From: Frenchy Pilou (PILOU)
8 Nov   [#20]
Why not use new paradigms ?

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