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Full Version: The Globes and the Dimples

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From: anthony
4 Oct 2007   [#7] In reply to [#6]
They have different numbers and different patterns.
From: Marc (TELLIER)
4 Oct 2007   [#8]
Wow, this is quite impressive!

Thanks for taking the time to describe your process.

I imagine there is many ways to do this, I initially though you have used small spheres in an array following 3d spiral curve.

It interested me because I have a white cell (immune system) project to illustrate, which somewhat share a similar construction, being objects scattered around a sphere.

I'll probably end up drawing it manually... :-)

-Marc

Message 979.9 was deleted


From: anthony
7 Oct 2007   [#10] In reply to [#8]
Thanks. The spiral curve approach could work, but I haven't seen that pattern on a real golfball. But it may eliminate most of the problems I had during modeling.

You could also use MoI. Just model the cell, then snap lil spheres to the surface. Here's a post by MG that shows how to make a blobby-cel shape:

http://www.moi3d.com/forum/index.php?webtag=MOI&msg=415.2
From: andras
26 Oct 2007   [#11] In reply to [#1]
helo

Why do I get "check console" blender message?
From: Michael Gibson
26 Oct 2007   [#12] In reply to [#11]
Hi Andras, I think that Anthony's blender import script needs to have the "Weld vertices along edges" option in MoI turned off when you export, otherwise it will try to put up a warning message. My guess is that is what is happening to you.

In MoI expand the mesh options dialog by using the arrow in the lower-left corner, and uncheck that option, and then you should be able to use that mesh data with Anthony's script.

- Michael
From: rob (WAVEZ)
28 Oct 2007   [#13]
This is really fantastic. It looks like I just might be using this importer script for my characters. To get OBJ imported models to look right I learned that I had to give the model an Edge Split modifier, which helped a lot.
From: anthony
28 Oct 2007   [#14] In reply to [#13]
Thanks. Just remember that if you apply the EdgeSplit or any other modifier, the true normals will be deleted, and averaged normals will be calculated. This will defeat the purpose of my script.
From: andras
28 Oct 2007   [#15] In reply to [#12]
Thanks Michael it is work.
(just if I use only N-gons some faces will be missed but if I use only Triangles than it is perfect)
thanks!
From: Richard (RUSIRIUS)
29 Oct 2007   [#16]
Sweet plug-in anthony! Works great.

Thank you :)
From: Alain
4 Apr 2010   [#17]
Hi Anthony
Thanks for this plugin.

It seems that I'm to stupid to get good results with it.
I just tested it with a freeform surface, used "N-gons" and turned off "weld vertices along edges" and "Angle" is 12 (degree?), see "Freiflaechentest_N-Gones_001.jpg".
One test is with "triangles only" insteat of "N-gons", see "Freiflaechentest_only_triangles_002.jpg".

I love Moi but it would be useless for me if I never can import proper models from moi into another 3d software like blender.

I hope somebody can help me for a proper export-import process ?


Kind regards
Alain










Image Attachments:
Freiflaechentest_N-Gones_001.jpg  Freiflaechentest_only_triangles_002.jpg 


From: Michael Gibson
4 Apr 2010   [#18] In reply to [#17]
Hi Alain, that's the kind of shading problems that you can see if vertex normals are not being imported properly.

Are you sure you are using Anthony's importer?

One thing to note is that after installing Anthony's importer, you must pick it off of the import list separate from the default LWO importer which will still show up there.

Anthony's one is labeled MoI with Normals, as shown below. Make sure to pick that one and not the default LWO importer.

Also if you can post the 3DM model file of the thing you are trying to export, that would make it easier for me to test with it directly and show you what to do.



- Michael
From: Michael Gibson
4 Apr 2010   [#19] In reply to [#17]
Hi Alain, also you can try the OBJ importer from this post:
http://moi3d.com/forum/index.php?webtag=MOI&msg=3164.11

The default OBJ importer for Blender was throwing away the vertex normals at the end of the load, I modified the one in the post above to maintain the vertex normals which helps to get much nicer smooth shading.


You may also want to use the "Divide larger than" parameter in the meshing options, to force some additional divisions of the polygons in your model there. When you have triangles that span a pretty large length of the model that can tend to make for more rendering artifacts.

If you enter in a distance value for "Divide larger than", any polygons larger than that distance will be broken down into smaller pieces which tends to render better even without vertex normals being present.

If you post your model, I'll show you an example with it.

- Michael
From: Alain
4 Apr 2010   [#20]
Hi Michael

Thanks for your quick answer :)

Yes I use the importscript as you discribed it.
Here is the *.3dm file.

I hope it helps.


Alain

Attachments:
Freiflaechentest_001.3dm


From: Alain
4 Apr 2010   [#21] In reply to [#20]
Thanks Micheal, it was the option "divide larger than" which gave me the possibility to divide those long triangles.

It's still not quit perfect (see attachement, use triangles and quads. using n-gons is a little bit better).

Edit:
I used the Import-Script of Anthony. Your modified OBJ-Import gives me about the same results as Anthony's script.

Alain

Image Attachments:
Freiflaechentest_003a.jpg 


From: Michael Gibson
4 Apr 2010   [#22] In reply to [#21]
Hi Alain,

> It's still not quit perfect (see attachement, use triangles and
> quads. using n-gons is a little bit better).

It looks like there were not a lot of polygons created on that tightly curved area.

What parameters are you using, still only an angle of 12?

If you want to have a smoother look on curved areas, reduce the angle a bit more (move the slider towards the "more polygons" side a bit), bring it down to something like 8 and that will make more polygons on curved areas and give it a smoother appearance.

The angle parameter helps to make more divisions on tightly curved areas - if you have areas that are larger and more shallowly curved then also use a distance value in "Divide larger than" to help refine those kinds of areas more.

Blender's renderer seems to be somewhat sensitive to having much change between each polygon, so you may need to produce a fairly fine mesh if you want to have a super smooth looking rendered result. Some other kinds of renderers are not quite as sensitive.

- Michael
From: Michael Gibson
4 Apr 2010   [#23] In reply to [#21]
Hi Alain, also in your last image there it is possible that you are getting some general rendering artifacts such as "self shadowing" on polygons that are nearly vertical to the light source or things similar to that.

It is possible that you could solve that by tweaking some kinds of rendering parameters, or maybe by moving the light over a bit or things like that.

If you produce a denser mesh by using a tighter angle, it can help to make some kinds of rendering artifacts be reduced.


Remember - when you're dealing with polygons the data you are working with is actually made up of some completely flat facets, it is only some kinds of display tricks that make things appear as if they were actually smooth.

If you use more polygons, some of those display tricks get a bit higher accuracy because the actual faceted shape begins to more closely approximate a true curved surface instead of a faceted one.

- Michael
From: Alain
4 Apr 2010   [#24] In reply to [#23]
Hi Michael, thanks for your support.

I get the best result with the "Divide larger than" parameter.

Good to know it is renderer depending. I just tried it with the Blender internal renderer but I will never render it with it for a final image.

What renderers work good with Moi imported models ? Yafaray ? V-Ray ?
I also have been reading the thread about the octane renderer, how far is radiance with his tests ?


Kind regards
Alain
From: Michael Gibson
4 Apr 2010   [#25] In reply to [#24]
Hi Alain,

> What renderers work good with Moi imported models ?
> Yafaray ? V-Ray ?

I'd think either of those would be fine, I'd guess that Modo and Cinema4D seem to be the most frequently used but MoI has been used in combination with a pretty wide range of different renderers.

Check out the MoI gallery here: http://moi3d.com/gallery/ there are a whole lot of rendered images in there, most of them mention which rendering program was used.


> I also have been reading the thread about the octane renderer,
> how far is radiance with his tests ?

I'm not sure, I think it is still a work in progress.

- Michael
From: Michael Gibson
4 Apr 2010   [#26] In reply to [#24]
Hi Alain, here are a few gallery entries that were done with Blender:

http://moi3d.com/gallery/viewitem.php?id=179
http://moi3d.com/gallery/viewitem.php?id=98
http://moi3d.com/gallery/viewitem.php?id=149

- Michael

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