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

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From: mkdm
18 Oct 2018   [#29] In reply to [#27]
...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
18 Oct 2018   [#30] In reply to [#27]
Thanks for testing it and posting your results Marco!

- Michael
From: Michael Gibson
18 Oct 2018   [#31] In reply to [#28]
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)
18 Oct 2018   [#32]
So not for me! ;)

Here the famous Demo-soldier of ZBrush! ;)



And inside MagicaVoxel for no jealousy! ;)


From: mkdm
18 Oct 2018   [#33] In reply to [#30]
You're welcome :)
From: danperk (SBEECH)
18 Oct 2018   [#34]
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
18 Oct 2018   [#35] In reply to [#1]
36 MB.... Lol

Amazing!
From: Michael Gibson
18 Oct 2018   [#36] In reply to [#35]
Hi Burr, yeah but the previous one was only 32 MB! :) It cost 4 MB for the Faircad3d functionality.

- Michael
From: BurrMan
18 Oct 2018   [#37] In reply to [#36]
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
18 Oct 2018   [#38]
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
18 Oct 2018   [#39]
Hi Michael,

We badly need a cool zebra shader now, so we can all create those beautiful surface analysis screenshots :O)
From: Michael Gibson
19 Oct 2018   [#40] In reply to [#39]
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)
19 Oct 2018   [#41]
Hi Michael and all,

cool that the SubD to NURBS converter handles also Ngons
nicely. :-)

Bildschirmfoto-2018-10-19-um-08-19-58

Regards
Stefan
From: Metin (METIN_SEVEN)
19 Oct 2018   [#42]
Yes! It works!

Thanks for healing my NURBS constipation, Michael!

Image Attachments:
NURBS turd by Metin Seven.png 


From: Michael Gibson
19 Oct 2018   [#43]
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
19 Oct 2018   [#44] In reply to [#42]
Hi Metin, ha look at that high quality poop conversion! :)

- Michael
From: Metin (METIN_SEVEN)
19 Oct 2018   [#45]
: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 


From: Michael Gibson
19 Oct 2018   [#46] In reply to [#45]
Hi Metin, yeah so those pins were not meant to be have sub-d smoothing on them, right?

I'm not really sure how feasible it would be to try and detect that automatically - for this converter you would want to leave those out of the .obj file and not try to bring them in with the body.

The tearing I think is a bug in MoI's handling of faces that are pretty small, not actually in the conversion part. If you scale those up by say 100 times in size before bringing them in you might see them go away. It can happen in other places in MoI too, it's just more noticeable in the converter since it can generate little tiny faces more than other things you usually do in MoI. I'm still working on tracking down this tiny face mangling bug, it crept in sometime after MoI v3.

- Michael
From: Michael Gibson
19 Oct 2018   [#47] In reply to [#45]
Also I'm hoping to get the converter to have a progress bar and a cancel button too.

- Michael
From: Metin (METIN_SEVEN)
19 Oct 2018   [#48]
Hi Michael,

Sounds good. Good luck hunting those darn bugs.

I tried a little more complex, but completely manifold, subdivision-ready OBJ file, and it becomes a joined surface after importing in MoI using the new Sud-D function.

I've attached the OBJ file. If you select and delete the main part of the result, some separate edges remain.

Regards,

Metin

Attachments:
test.obj


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