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Full Version: Michael's Plasticity rants

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From: BurrMan
25 Dec 2025   [#58] In reply to [#57]
5 releases in 1 week!!! Lol
From: Michael Gibson
25 Dec 2025   [#59] In reply to [#56]
Hi pafurijaz, same crash in 25.3.0, 25.3.3, 25.3.4 .

> You should know that Plasticity is constantly updated: a new stable version comes out every
> 3 months with new features and bug fixes, while the beta version is even more frequent,
> usually getting an update every 3 days.

Ok great, which one should I be using to have chamfers that don't crash?

- Michael
From: pafurijaz
25 Dec 2025   [#60] In reply to [#56]
I haven't had any issues with the latest version, but I'm on Linux, so it might be different. Anyway, I'll report the bug, I assume you're using the Windows version.As for fillets, even Moi3D can't do bevels properly.



Greetings

Image Attachments:
error.jpg 


From: Michael Gibson
25 Dec 2025   [#61] In reply to [#60]
Hi pafurijaz,


> Anyway, I'll report the bug, I assume you're using the Windows version.

Yes, Windows version 25.3.0, all geometry created inside Plasticity no imports.

I'll try to stay updated to the current stable version.


> As for fillets, even Moi3D can't do bevels properly.

Nice try, you're in the MOI forum here though, if you want to start a MOI dis thread you are free to do that elsewhere.

- Michael
From: Michael Gibson
25 Dec 2025   [#62]
I guess I should explain that the original thing that pissed me off enough to start this thread was someone posting links to Plasticity advertising affiliate coupon codes after having been warned not to do that.

- Michael
From: pafurijaz
25 Dec 2025   [#63] In reply to [#61]
Hey Michel, I've never been able to stand people complaining about Moi3D's bevels/chamfers in the past either, actually, I think I even posted something about it once, explaining that you could do bevels using surfaces too. So when I said Moi3D doesn't do bevels either, I was specifically talking about that model (crash1.plasticity), nothing more.
That said, I just tried again with the latest stable version, Plasticity 25.3.4, and I managed to reproduce the issue.
Anyway, I gave it another shot and was able to recreate the problem.

P.S.
I never badmouth other programs, I've never done it and I'm not about to start.

Cheers and happy holidays!
From: Michael Gibson
25 Dec 2025   [#64] In reply to [#63]
Hi pafurijaz,

re:
> So when I said Moi3D doesn't do bevels either, I was specifically talking about that
> model (crash1.plasticity), nothing more.

I see, sorry I misunderstood.

re:
> I was specifically talking about that model (crash1.plasticity), nothing more.

You can get it in MOI if you switch to the old Solids++ library and keep it smaller than the choke point:



re:
> Anyway, I gave it another shot and was able to recreate the problem.

Was that still in Linux or did you recreate it only in the Windows version?

- Michael

Image Attachments:
chamfer_moi.png 


From: pafurijaz
25 Dec 2025   [#65] In reply to [#64]
I don't have Windows, the last Windows I had was XP!
From: Michael Gibson
25 Dec 2025   [#66] In reply to [#65]
Here's another one, Plasticity 25.3.3 Windows, all geometry created in Plasticity.



- Michael

Attachments:
crash2.plasticity


From: Michael Gibson
25 Dec 2025   [#67] In reply to [#65]
@pafurijaz,

re:
> I don't have Windows, the last Windows I had was XP!

So what about XNurbs, you just aren't able to use it?

The Plasticity web site has this:



It says XNURBS "STUDIO ONLY" on the front page. But this is not correct, it's not just "STUDIO ONLY", it's Mac and Windows Studio only which you have to look for in fine print elsewhere.

And for Indie version it says: "All essential 3D modeling tools" but it does not include XNURBS as well, right?

So is XNurbs an "essential 3D modeling tool" as the front page seems to describe or not essential as the indie version says.

Why create a division of "second class citizens" like this?

- Michael

Image Attachments:
plas_web_site.png 


From: PaQ
25 Dec 2025   [#68]
I think it's the Xnurbs guys that didn't want their product to be available on the cheapest tier :S

So yes it's Studio Win/Mac only, which seems clear to me in the pricing comparison tab. (Looks like a bunch of users run win-Plasticity trough wine tho).
From: PaQ
25 Dec 2025   [#69]
Now, something I really find misleading is this one:
https://www.youtube.com/watch?v=9jw5Rk8hqPU

(I’m not really sure it’s a good idea to make Michael angrier than he already is.)

It’s an old video, but I don’t think much has changed since then. Maybe it’s good enough to produce a render mesh, but topology-wise, the n-gons option relies on one of those methods that simply merge coplanar triangles, and it will always be poor quality. Combined with the fact that you can only export to .obj (one of the worst formats you could use with n-gons), it’s a very strange choice of priorities imho.

Maybe it’s because you can use that Blender bridge, but to me, that workflow feels cumbersome.

But I'm not gonna lie, looking at all the comments in that video's I'm wondering if their are blind ? hyped ? or if I'm too picky ... .. .
From: PaQ
25 Dec 2025   [#70]

(Plasti vs MoI mesher)

No it's not on par, or sometimes better ... (same primitives count)

Image Attachments:
Meshing.JPG 


From: BurrMan
25 Dec 2025   [#71] In reply to [#70]

“”””” No it's not on par ””””””

He is “Happy with the quality!”

There you have it right there…..

That is the quincy magoo version of the mesher…..

“Results Look good enough”


From: Michael Gibson
25 Dec 2025   [#72] In reply to [#69]
@ PaQ, <...sigh...> "just as good, sometimes better" he claims.... ????

I would like to see any actual examples of that.

In reality I don't think I have seen even a single case where the Plasticity n-gon tessellation was better than MoI's .

If you're lucky, with certain kinds of models it can only be slightly worse.

On more complex models Plasticity's n-gon output becomes worse and worse with large amounts of wonky lines.

The difference is that in MOI's n-gon output, every single poly edge in the entire output is either along a trim boundary edge, or running along a surface's UV directions. There is literally not even a single polygon edge that doesn't belong to one of those categories. That makes the MOI n-gon output highly structured with a wireframe that is strongly aligned with the original CAD model.

The Plasticity generated mesh does not have that same structure to it, it will often generate edges that seem to be from an initial triangular tessellation.

MOI does not make an initial triangular tessellation, it makes an initial UV quad mesh and then with trim edges the quads are trimmed directly into n-gons. The only triangulation in MOI happens at the end if you want triangles where the n-gons get triangulated. This native n-gon meshing process is unique to MOI and not available in any commercial geometry library.

Some examples in MOI:





And same in Plasticity:





- Michael

Image Attachments:
moi_ngon1.png  moi_ngon2.png  plas_ngon1.png  plas_ngon2.png 


From: Michael Gibson
26 Dec 2025   [#73]
Re: N-gon meshing - especially if there are a lot of holes in large surfaces you'll see a lot of triangulated looking lines in Plasticity's fake n-gon output.

MoI result:


Plasticity result:


- Michael

Image Attachments:
moi_ngon3.png  plas_ngon3.png 


From: BurrMan
26 Dec 2025   [#74] In reply to [#73]

I remember this discussion went back 12+ years ago where you talked about working on just your viewport mesher for something like 4 or 5 years before you even started to put MoI together…

You mean you didnt just download openscenegraph and buy a couple components to copy and paste from?


From: Michael Gibson
26 Dec 2025   [#75]
Another one.

Attachments:
crash3.plasticity


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