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Full Version: Polygonal Converter.

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From: PaQ
26 Jan 2015   [#121] In reply to [#119]
Hi chippwalters,

The .obj import is here :

http://moi3d.com/forum/index.php?webtag=MOI&msg=6674.68
http://moi3d.com/forum/get_attachment.php?webtag=MOI&hash=8e7570bc59ea9e111727dcc1a5a5a3dc&filename=importObj.zip
From: Max Smirnov (SMIRNOV)
26 Jan 2015   [#122] In reply to [#121]
Hi chippwalters

This script is more useful for subdivision surface modeling.


Yes, it can process OBJs, but it will produce a huge amount of surfaces. I need to find the way to build more complex surfaces.
But anyway, it works! :)

From: Michael Gibson
26 Jan 2015   [#123] In reply to [#122]
Super cool stuff Max!

- Michael
From: Michael Gibson
26 Jan 2015   [#124] In reply to [#122]
Hi Max, some really good looking results in high quality mode!

Only with some more detailed examination with reflective zebra stripes can some G2 discontinuities be seen.

Have you thought any about non-uniform refinement, like with extra density clustered more tightly just around extraordinary vertices rather than uniform refinement?

- Michael
From: Max Smirnov (SMIRNOV)
26 Jan 2015   [#125] In reply to [#124]
Hi Michael, I noticed some artifacts on surfaces in some cases, but I think there is a bugs in the code. Yesterday it was worse than now. :) I've already found and eliminated several bugs, but I'm sure that some bugs I missed.
I implemented this algorithm:
http://www.cise.ufl.edu/research/SurfLab/papers/10fan_sbs.pdf
I think it really can produce perfect surfaces

Yes, I thought about non-uniform refinement, and used it in previous version of this script. But I wasn't satisfied with results. So I will play for a while with this algorithm, but if I'll still have problems with it - I'll bring non-uniform surfaces back.
Here is example of non-uniform surfaces:
http://moi3d.com/forum/index.php?webtag=MOI&msg=7038.12
From: Glenn Claes (GLENN)
26 Jan 2015   [#126]
Hi Max,

I was looking forward to see your update!!
Your examples look great, but i'm unable to replicate them.

It seems that the script only works on a primitive cube or extruded rectangle for me.?
Any thing drawn with a polygon line or booleaned solid either gives the error "unsupported polygon type! (2)" or the object just disappears.



Image Attachments:
subd error.jpg 


From: Max Smirnov (SMIRNOV)
26 Jan 2015   [#127] In reply to [#126]
Hi Glenn
This script doesn't support n-gons. Use triangles and quads.

I know about object disappearing bug. I'll take care of it.
From: Max Smirnov (SMIRNOV)
31 Jan 2015   [#128]
Subdiv beta 4 :)

Fixed some geometry bugs
Improved mesh load speed (about 10x)
Added support of polar triangles


Don't use any other types of triangles


Added handy feature: switch mode
If you use hotkey to run this script, put the same key combination as command parameter
Example: Key: Z Command: _Subdiv_beta4 Z
After that you can switch script on and off with Z key.
From: PaQ
31 Jan 2015   [#129] In reply to [#128]
Hi Max,

Thanks a lot for the update.

I have some really hard time to import anything a little bit complex
Here's for example what I get :

1290 Geometry error, 1290 recovered.



I'm not sure if it's something wrong with the .obj loader I use (the one coming from http://moi3d.com/forum/index.php?webtag=MOI&msg=6674.68 ) and if there is
anything you can 'do' to improve the loader. Looks like the loader have some trouble to deal with extreme non planar quads.
From: Max Smirnov (SMIRNOV)
1 Feb 2015   [#130] In reply to [#129]
I checked this model. There are many twisted non-planar quads in the obj. I'll think how to improve my importObj script for using it with such complex models.
The scripts works well with other complex models with non-planar quads .
for example:
http://www.craftsmanspace.com/free-3d-models/skull-3d-model.html
http://www.craftsmanspace.com/free-3d-models/piggy-bank-3d-model.html
http://www.craftsmanspace.com/free-3d-models/african-elephant-3d-model.html


From: Finema
1 Feb 2015   [#131] In reply to [#130]
Hi Max,
_Subdiv_beta4 don't work for me on V3 MACSOX
I put the command _Subdiv_beta4 with Tab key but the panel Subdivision don't stay visible.
i've tested with skull and elephant
but in Moi if I put a solid Box and run the command _Subdiv_beta4, it's OK.
I think it's a matter of Mac and Memory.
Thanks
From: PaQ
2 Feb 2015   [#132] In reply to [#131]
Hi Max,

First thank you a lot for all the effort you did on this polygonal converter.
I have no idea of the complexity to write something like that, but I just want to point a general 'smoothing' problem with the method you are using. (and I'm not talking about surface continuity)

In the image :



A ) Max Sub-d : Low Quality
B ) Max Sub-d : High Quality
C ) Npower SubD-Nurbs.

My concern here is the wobble effect from the version B (Max Sub-d : High Quality).
This wobble effect is also visible on object silhouette. I know that I shouldn't compare your script to
a commercial 500$ product, but I'm wondering if it's something that might be improve in the future ?

In other words, while you manage to keep continuity between patches, it seems the side effect is an overall shape/silhouette deformation. It's something very obvious for polygonal surface subdivision people, used to see very smooth surface transition and ultra smooth overall silhouette. (catmull-clark)

Thanks.
From: Max Smirnov (SMIRNOV)
3 Feb 2015   [#133] In reply to [#132]
Hi PaQ,

Thank you for this valuable information. I have some ideas how to improve quality.
From: Finema
3 Feb 2015   [#134] In reply to [#133]
Hi Max
any idea about my problem above ?
thanks.
From: Mauro (M-DYNAMICS)
3 Feb 2015   [#135]
I tried -ImportObj- with Lisa-head from C4D


















Tried to join all surfaces but obviously take too much time
Obj file is 4 Mb,if saved in 3dm is 231 Mb

Image Attachments:
1.JPG  2.JPG  3.JPG 


From: Michael Gibson
3 Feb 2015   [#136] In reply to [#135]
Hi Mauro,

> I tried -ImportObj- with Lisa-head from C4D

That looks very dense - is it a several times subdivided result that is being exported? If so then you want to try exporting the base level control mesh rather than already subdivided geometry.

- Michael
From: Mauro (M-DYNAMICS)
3 Feb 2015   [#137] In reply to [#136]
Ciao Michael
Lisa comes from C4D content browser,she's already subdivided
From: mdesign
3 Feb 2015   [#138] In reply to [#135]
I joined small patches (much quicker) to few bigger patches and after all I joined all bigger patches into one solid. Much quicker than do it as one time consuming process (I used that for that bottle above). Maybe that helps.
From: amur (STEFAN)
3 Feb 2015   [#139] In reply to [#137]
Hi Mauro,

just in case you need to recover her... ;-)

http://www.mariussilaghi.com/products/subd-recovery

Regards
Stefan
From: Max Smirnov (SMIRNOV)
3 Feb 2015   [#140]
Finema
>any idea about my problem above ?
Sorry, I don't have a mac. But it's very strange, it should work.

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