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Full Version: V4 beta Oct-17-2018 available now - SubD to NURBS conversion

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From: Michael Gibson
21 Dec 2018   [#198] In reply to [#197]
Hi Brian, well one other complication is that settings are only saved to moi.ini when MoI shuts down.

So if you have MoI v3 and MoI v4 open simultaneously and make different changes in each one, they will have differences at that moment but the last one that you close will win out and have its settings in the moi.ini file.

Does that explain what you are seeing?

- Michael
From: bemfarmer
21 Dec 2018   [#199] In reply to [#198]
Thank you Michael.
That makes sense.

Anyway, I'm using MoI4beta 99% of the time so I'll keep the MoI3 .ini the same as MoI4beta's.

Yes, your explanation is correct.
With MoI4beta closed, I opened MoI3, and changed the CTRL+Alt+N shortcut key by adding ZONK before the final semicolon.
Closed MoI3. Opened MoI4beta. The shortcut key alerted finding "ZONK,' and did not load nodeeditor.
Removed ZONK, closed and reopened MoI4beta, and the hotkey worked to load nodeeditor Light scheme.
The Light scheme is more printer toner friendly...


- Brian
From: stevecim
30 Dec 2018   [#200]
Hi All

Have not been around for a while, just noticed the subd to Nurbs feature, I'm impressed.
Did a great job with my test model. the subd came from DazStudio, quit a complicated model.








Cheers, stephen

Image Attachments:
Screen Shot 2018-12-31 at 09.18.04.png  Screen Shot 2018-12-31 at 09.18.56.png 


From: Michael Gibson
30 Dec 2018   [#201] In reply to [#200]
Hi stephen, that's great thanks for testing the SubD to NURBS conversion. There are also some tune-ups coming for that in the next beta release.

- Michael
From: dinos
21 Jan 2019   [#202]
Hi Michael,

I am using the Volume Calculator script that we did with Max a few years ago (http://moi3d.com/forum/messages.php?webtag=MOI&msg=7421.61) with the latest beta and i noticed something strange:
When i call the script through a Keyboard shortcut it takes about 2-3 times as long to finish calculations as opposed to calling directly (<TAB> and type the command).

When i try the original version that i did (first page of the same thread ) the running time is the same.

I'm guessing that this has something to do with the optimizations that Max did, but I'm reporting it anyway, in case this affects more scripts.

Dinos
From: Michael Gibson
21 Jan 2019   [#203] In reply to [#202]
Hi Dinos,

re:
> I am using the Volume Calculator script that we did with Max a few years ago
> (http://moi3d.com/forum/messages.php?webtag=MOI&msg=7421.61) <...>

I do see that the one in the link above is a beta 09-22 version and there is a later 9-27 version at http://moi.maxsm.net/media/files/ . So that might be worth a try.

Both keyboard shortcuts and typing in command names end up going through the same command launching mechanism so I don't know why one would be slower or faster than the other. Maybe there's some kind of file caching involved and it was more dependent on which one was done first rather than what the launching method was.

- Michael
From: dinos
22 Jan 2019   [#204]
Hi Michael,
I understand what you are saying and you are right of course, so it could be something specific to my setup.

Still, please try the latest version of the CVolume2 script from Max's site with the attached test file.
On my computer (Macbook pro 15 2015 16GB, running Mojave and MoI v4 beta Oct-17-2018) i get consistently around 2 sec of calculation when i type <TAB>_CVolume2 and around 5 sec when i use a shortcut.
I dont think caching is involved as i get the same results if i launch the script 2 or 3 times in a row using the same launching method.

I have this issue only with this script as i get the same running times if i use my original version of the volume script.
Unfortunately i dont use any other scripts that take a noticeable time to finish so i can't verify this with anything else.

Dinos

Attachments:
test.3dm


From: Michael Gibson
22 Jan 2019   [#205] In reply to [#204]
Hi Dinos, I tested your file over here with _CVolume2 from CVolume.v.2.0.2015.09.27.zip and I get the same 3.5 seconds with both launching from a shortcut key or by typing in the command name.

Could you please double check exactly what you have in your keyboard shortcut? Are you certain it's not running some older version on the shortcut key?

I also tested putting some fillets and booleans onto your shape so it took longer for the calculation and still got the same times between shortcut key or typing in the command name.

- Michael
From: Michael Gibson
22 Jan 2019   [#206] In reply to [#204]
Hi Dinos, also how are you checking what is in your shortcut key, are you using the UI in the Options dialog or looking directly in the moi.ini file possibly?

- Michael
From: dinos
22 Jan 2019   [#207]
Hi Michael,

here is a screenshot from the shortcuts ui and the same line from my moi.ini file, [Shortcut Keys Mac] section:
Shift+V=_CVolume2 /*! Volume */
The complete shortcut section of my moi.ini is attached below.

The _Cvolume script is in: ~/Application Support/Moi/commands and its the latest version.
I've also double checked that there is no other copy of the script in the commands folder of the Moi.app folder.

This is very weird as the behavior that i'm describing is very consistent on my system and fully reproducible..
Perhaps its somehow macos specific?

Dinos

Attachments:
Din_moi.ini.zip

Image Attachments:
volume.jpg 


From: bemfarmer
22 Jan 2019   [#208] In reply to [#207]
I would suggest updating the shortcut key & latest script version, in MoI3 as well.
- Brian
From: Michael Gibson
22 Jan 2019   [#209] In reply to [#207]
Hi Dinos, well with your shortcut key of:
_CVolume2 /*! Volume */

that's going to run the _CVolume2 command and pass "/*! Volume */" as a command line parameter to it. So that's different than your other launching method of just typing in _CVolume2.

The _CVolume2.js script happens to look at the command line for an optional angle value to use for the triangulation step. With the command line you are giving it, it's thinking you are requesting a 0 degree angle which will internally get converted into the minimum allowed angle and that will make for a much denser mesh thus taking additional time.

If you set your shortcut key to just plain _CVolume2 exactly like you are typing in you should then get the same result with the 2 different launching methods.

- Michael
From: dinos
22 Jan 2019   [#210]
Hi Michael,

that makes perfect sense so thanks a lot for your help to get to the bottom of this!!
I never though of looking for a parameter to Max's script although it did look like it was doing more work when it was slower.

I fixed the shortcut and the performance is now identical :-)

Dinos
From: Michael Gibson
22 Jan 2019   [#211] In reply to [#210]
That's great Dinos, I'm glad the mystery is solved!

- Michael
From: pixelhouse
23 Jan 2019   [#212]
Hi Michael,

I have problems to import an clean obj file.
Moi is generating double patches.
It is possible to find double patches with a script, or clean up the model with a hidden command? :)

The mesh is absolutly clean and the polycount is 7.400 with an clean polyflow and no triangles. And the mesh is tested for leaks inside of ZBrush.
The attachment shows you witch kind of double patches I mean.

The 3dm-file shows only the double patches. Can't upload the complete object.


Cheers
Jörg






Attachments:
Camel.3dm
Camel_OBJ.zip

Image Attachments:
dromedar.jpg 


From: Michael Gibson
23 Jan 2019   [#213] In reply to [#212]
Hi Jörg, thanks for posting the bug report. There are a variety of bug fixes for the OBJ conversion coming in the next beta release including one for this kind of "double use" situation. Also some other new stuff will be that materials will be processed (which can be disabled if desired) and the combined patches will not cross over between material assignments so it will be possible to have some control over the large patch formation that way.

Thanks,
- Michael
From: Frenchy Pilou (PILOU)
23 Jan 2019   [#214] In reply to [#212]
In the case of your simple .3dm file linked it's easy

Select all / Edit / Separate = you have your 2 objects easily selectable and kill the one you don't want !
From: pixelhouse
23 Jan 2019   [#215]
Hi Michael,

this are good news!

@Pilou
In the simple file is it no problem to find and delete the patches.
What I need is a waterproof solid to mill the model. The head is allready milled.
Searching for the double patches with mouse over or clicking, is no solution for me :D
Detaching all patches and delete the double and bool the result?

In my case I have rebuild the poly-model (a bit more density with the same polyflow) and re imported it to moi. Now it works and it's a solid. :)

Many thanks!

Here is an result

Image Attachments:
IMG_6019.jpg  IMG_6021.jpg 


From: Frenchy Pilou (PILOU)
23 Jan 2019   [#216] In reply to [#215]
Seems remember that maybe exists some thing for similar volumes ... not sure that can be apply on your case...

Your solution seems many more easy! :)
From: nameless
28 Jan 2019   [#217]
I am in love with v4 beta!

Is there a pipe.js that works with v4? Or they all work and I am messing something else up?

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