Show messages:
1-17
18-37
38-57
58-77
78-97
98-117
…
258-264
Thread Split: Some posts in this thread have been moved here
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
From: Michael Gibson
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
Also I'm hoping to get the converter to have a progress bar and a cancel button too.
- Michael
From: Metin (METIN_SEVEN)
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
From: Frenchy Pilou (PILOU)
<< 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' );
and the very practical
Press TAB then write ImportSUBD or importsubD or ImPorTSubD or anything you want but without space! ;)
the ZBrush dog
and here a model 30 000 polys (Zbrush)
By Félix Barc
From: ycarry
Thanks Michael!
Image Attachments:
suzanne.png
From: Michael Gibson
Hi Metin,
re:
> 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.
That's the same "very small faces getting mangled" problem that I was talking about earlier. For now if you have an object that's only about 1 unit across it will run into some problems, scale objects like that up by say 100 times before you do the import.
I've attached the result of scaling your object up by 100 times and this version should now have all joined edges when you import it.
- Michael
Attachments:
test2_obj.zip
Image Attachments:
metin_scaled_subd.jpg
From: Metin (METIN_SEVEN)
Hi Michael,
You're right, the upscaled OBJ file becomes a solid after import. I can use that as a workaround until it's fixed.
Thanks,
Metin
From: Frenchy Pilou (PILOU)
on the biggest 3D French Portal! ;)
http://www.3dvf.com/actualite-24610-moi3d-une-nouvelle-beta-future-version-4.html
From: Finema
Thanks Michael for this great feature !
From: pafurijaz
I do not know how to comment on this new SubD-in Nurbs .. excellent you are the best ..
Maybe when you have time it would be useful to be able to determine in the models imported before conversion which edges should be creased. a bit like it works with FreeShip. here is an old example below. this would allow you to create surfaces with sharp edges like a cube or something..
The ship is converted with edges creased and has a nice sharped nurbs surfaces..
Here the link to sources of Freeship..
https://github.com/markmal/freeship-plus-in-lazarus/releasesImage Attachments:
FreeShip_nurbs_moi3d.png
Schermata del 2018-09-20 10-16-27.png
From: pafurijaz
And here a file generated with FreeShip from SubD with sharp edges.
From: PaQ
Talking about crease, Modo CC crease + mesh freeze works pretty well ! (but it's not sharp crease off course)
Show messages:
1-17
18-37
38-57
58-77
78-97
98-117
…
258-264