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From: Michael Gibson
Comparing another area of danperk's file, again on the Moi one I can't detect any break in G2 curvature continuity between any patches:
- Michael
Image Attachments:
subd_compare7.jpg
subd_compare8.jpg
subd_compare9.jpg
From: mkdm
Hello Michael!
I did a simple but detailed test and for what I've tested so far, using two "all quads" poly objs, I can confirm that the new builtin SubDiv of Moi V4 does an MAZING JOB!!!
AMAZING RESULTS!!!!!
THANK YOU AND CONGRATS!!!!
Asap I'm going to make another test using an obj with tris, quads and n-gons and I will let you know.
For the time being I'm glad to post here the AMAZING results of the tests that I did using 2 "all quads" obj (created in Rocket3F):
Here's the two obj files I've used for the test:
https://monosnap.com/file/TJv0OZv2BXsMMYxfJbGH1XITuJGpPJ
********************************
THESE ARE THE RESULTS USING THE FIRST ALL-QUAD OBJ
Composed by 2400 quads
********************************
Here's the obj model:
Here's the resulting solid after Max's SubDiv, both in Moi V3 and V4
And here's the resulting solid after new builtin Moi's SubDiv
AND THESE ARE THE DETAILED RESULTS OF THE TEST USING THIS FIRST OBJ (2400 quads)
code:
Moi V3
- Max's Import Obj:
- about 4.2 secs
- 2400 total plane surfaces
- 9600 total points after the "separate" command
- about 150 Mb of total memory allocated by Moi
- Max's SubDiv:
- about 29 secs
- 2400 total surfaces
- about 410 Mb of total memory allocated by Moi
- 79872 total points after the "separate" command
Moi V4
- Max's Import Obj:
- about 4.2 secs
- 2400 total plane surfaces
- 9600 total points after the "separate" command
- about 200 Mb of total memory allocated by Moi
- Max's SubDiv:
- about 24 secs
- 2400 total surfaces
- about 758 Mb of total memory allocated by Moi
- 79872 total points after the "separate" command
- new builtin SubDiv:
- about 5.5 secs
- 480 total surfaces
- about 390 Mb of total memory allocated by Moi
- 290784 total points after the "separate" command
********************************
THESE ARE THE RESULTS USING THE OTHER ALL-QUAD OBJ
Composed by 9600 quads
********************************
Here's the obj model:
AND THESE ARE THE DETAILED RESULTS OF THE TEST USING THIS OBJ (9600 quads)
code:
Moi V3
- Max's Import Obj:
- about 65 secs
- 9600 total plane surfaces
- 38400 total points after the "separate" command
- about 225 Mb of total memory allocated by Moi
- Max's SubDiv:
- about 115 secs
- 9600 total surfaces
- about 623 Mb of total memory allocated by Moi
- 245760 total points after the "separate" command
Moi V4
- Max's Import Obj:
- about 64 secs
- 9600 total plane surfaces
- 38400 total points after the "separate" command
- about 520 Mb of total memory allocated by Moi
- Max's SubDiv:
- about 129 secs
- 9600 total surfaces
- about 1310 Mb of total memory allocated by Moi
- 245760 total points after the "separate" command
- new builtin SubDiv:
- about 5.5 secs
- 480 total surfaces
- about 375 Mb of total memory allocated by Moi
- 290784 total points after the "separate" command
As you can see the new Moi's SubDiv command generates a polysurfaced solid composed by the same amount of faces, both with a starting obj of 2400 quads and an obj of 9600 quads :)
Clearly, thanks and due to G2 continuity, the amount of total control points is always rather high.
But we get a very smooth and good surfaces!
AMAZING :)
From: Frenchy Pilou (PILOU)
Sorry what is faircad3D ?
From: mkdm
...P.S....
forgot to mention my config:
Windows 10 Pro 64 bit
Intel i7-7700K 4.5 Ghz (4 cores 8 threads)
32 Gb DDR4 3000Mhz
Custom overclocked version of Nvidia GeForce Gtx 1080Ti (11 Gb GDDR5X Ram, 3560 Cuda, about 12 TFlops in FP32)
From: Michael Gibson
Thanks for testing it and posting your results Marco!
- Michael
From: Michael Gibson
Hi Pilou,
> Sorry what is faircad3D ?
It's the software library that MoI uses for generating NURBS surfaces from a SubD polygon cage.
- Michael
From: Frenchy Pilou (PILOU)
So not for me! ;)
Here the famous Demo-soldier of ZBrush! ;)
And inside MagicaVoxel for no jealousy! ;)
From: mkdm
You're welcome :)
From: danperk (SBEECH)
Great Job Michael! I've been testing other meshes and it does an excellent conversion!
Screen cap of Old Man Head with different conversions, file too large to attach.
From: BurrMan
36 MB.... Lol
Amazing!
From: Michael Gibson
Hi Burr, yeah but the previous one was only 32 MB! :) It cost 4 MB for the Faircad3d functionality.
- Michael
From: BurrMan
Hahaha...
We started at just a bit over 10 mb...
I don't know if I can take it anymore!!!! :o
Maybe 7 years from now you'll be pushing 50 mb?
It's just incredible. Props man. Props.
From: Michael Gibson
Also if you want to set up a shortcut key for the SubD to NURBS converter use ImportSubD for the command name. And if you want to run it in a script you can use moi.geometryDatabase.fileImportSubD( 'filename' );
- Michael
From: PaQ
Hi Michael,
We badly need a cool zebra shader now, so we can all create those beautiful surface analysis screenshots :O)
From: Michael Gibson
Hi PaQ,
re:
> We badly need a cool zebra shader now, so we can all create those beautiful surface analysis screenshots :O)
Someday... The tricky part about that isn't so much the shader it's that it also needs a very dense display mesh generated for it to be sure you're seeing actual surface defects and not mesh display artifacts.
- Michael
From: amur (STEFAN)
Hi Michael and all,
cool that the SubD to NURBS converter handles also Ngons
nicely. :-)
Regards
Stefan
From: Metin (METIN_SEVEN)
Yes! It works!
Thanks for healing my NURBS constipation, Michael!

Image Attachments:
NURBS turd by Metin Seven.png
From: Michael Gibson
Also there are a couple of cases where the converter will only be able to do G1 continuity instead of G2.
That will happen in some cases at the boundaries of open meshes and also at vertices of greater than valence = 8 (more than 8 edges coming off of a single vertex).
But these are not good things to have for sub-d meshes anyway so I don't think they are likely to run into very often.
- Michael
From: Michael Gibson
Hi Metin, ha look at that high quality poop conversion! :)
- Michael
From: Metin (METIN_SEVEN)
:D
The only thing I really miss is the option to convert high-polygon meshes to NURBS.
I loaded the attached old voodoo doll of mine (once created for a quick cartoon), and I forgot that the pins are high-poly.
It took quite a while to load, and MoI still tried to subdivide the high-poly pins, resulting in patch tearing and exported polygon tearing, while it'd be great if high-poly objects would be recognized as high-poly (maybe with a user-defined treshold) and converted to as few NURBS patches as possible.
Thanks,
Metin

Image Attachments:
Screenshot 2018-10-19 at 09.27.08.png
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