MoI discussion forum
MoI discussion forum

Full Version: Polygonal Converter.

Show messages:  1-13  14-33  34-53  54-73  74-93  …  474-483

From: Andrei Samardac
9 May 2014   [#14] In reply to [#12]
zarkow, I tested it, and unfortunately the result is not as good as T-Spline.
From: stevecim
13 May 2014   [#15]
Viacad are working on the a add on tool to viacad which will have some mesh to nurbs tools, I'm waiting for the beta to have a play with it.
From: Max Smirnov (SMIRNOV)
19 May 2014   [#16]
>>.. make some Converter to convert from Polygon models to Nurbs.

It's very interesting for me :) I'll think about it. But I won't promise anything at the moment.
From: kevjon
24 May 2014   [#17]
Just came across this while looking for something else.

ViaCAD Pro 9 which was recently released includes sub division mesh modelling tools.
There is a future addon (coming) called Power Pack Pro which includes a convertor from mesh to nurbs. Looks like it does a pretty good job with even high poly models.
http://www.masterviacad.com/powerpack/page9/page36/page36.html

Unfortunately, it hasn't be released yet but sounds like they are about to start alpha testing.
http://forum.punchcad.com/showthread.php?t=4906&highlight=power+pack&page=5

Exciting technology anyway and worth keeping any eye on.
From: Tom Finnigan (TOMFINNIGAN)
29 May 2014   [#18]
I may be a bit biased, but I think T-splines have the best subd to nurbs converter.. :)

The cheapest way to get this conversion right now is through fusion 360. It's free for students and hobbyists, and about $40/month otherwise. It can open OBJ files and export IGES, which should open in MoI without issue.
From: OSTexo
29 May 2014   [#19]
Hello,

T-splines along with the VSR (now Autodesk) tools for tweaks is a great combination. Hoping TS v4 for Rhino comes out soon, it makes round trip very easy being able to directly copy between applications.
From: chrisd (CHRIS_DORDONI)
29 May 2014   [#20] In reply to [#19]
T-Splines, PowerSubdNurbs, and other "converters" that have been referenced here are quite limited in the number of polys they can process into a nurbs surface. These tools are intended to be able to manipulate a nurbs surface based on a polygonal "reference" surface. The "conversion" is a by product.

If anyone has found something that can handle millions of polys, please indicate what it is. In my experience, the only applications that can fit a nurbs surface to millions of polys are Geomagic and RapidForm.

I am particularly interested in Resurf3D with their RhinoResurf application, which looks like it can handle more polys. Unfortunately I have not been able to test it because the Rhino trial and the RhinoResurf trial don't play well together.
From: OSTexo
29 May 2014   [#21]
Hello,

The last scan mesh I imported into Rhino (a few days ago) was around half a million polys. Using a combination of T-splines and VSR Shape modeling I was able to take that very organic 20MB surface and end up with a watertight STEP file around 340K in size with deviation of less than .1mm, well within tolerance for the application. I would not recommend using the technique indicated earlier in this thread, that just leaves you with a jumbled mess of control points, highly unmanageable. Using a combination of submesh creation and proper T-splines and VSR surfacing tools will leave you with not only a much cleaner and lighter set of surfaces, it will allow you to modify those designs more easily.
From: chrisd (CHRIS_DORDONI)
29 May 2014   [#22] In reply to [#21]
OSTexo,

500,000 was the max number of polys for T-Splines if a recall correctly from a few years ago.

Has this limit been increased?

Some of the work I have been doing just can't be decimated down that far. I'm trying to find something I can afford that will do a reasonable job of fitting nurbs to a high poly model, and does not cost $15,000 or more.
From: OSTexo
29 May 2014   [#23]
Hello chrisd,

Don't try to convert your mesh to a T-spline. It depends on the scan, but I like to append faces and use the world retopology snap after laying out the general resurfacing plan. After some tweaking, adding and deleting edges and faces you are able to check your surface deviation within Rhino itself. In areas of detail you can go back and change density in specific areas, add creases, etc. In the end you'll be left with a much cleaner and lighter set of surfaces.
From: chrisd (CHRIS_DORDONI)
30 May 2014   [#24] In reply to [#23]
The thing that I have found is LARGE SURFACE VARIATION = LARGE NURBS MODEL. There does not seem to be any getting around this one yet. Tooling producers will cry if you tell them you want to give them a triangulated model, but the nurbs representation can be just as large, or even LARGER than the triangulated version. I fail to see in many situations where the nurbs is actually going to better to machine from where there is a lot of surface variation.
From: OSTexo
30 May 2014   [#25]
Hello,

I'm not sure I understand what you mean by large surface variation. I'd like to see a small example of what you're referring to.
From: Frenchy Pilou (PILOU)
30 May 2014   [#26]
Try Decimation Master of Zbrush before some exporting! ;)


From: chrisd (CHRIS_DORDONI)
30 May 2014   [#27] In reply to [#25]
hows this?

Image Attachments:
relief section.jpg 


From: Frenchy Pilou (PILOU)
30 May 2014   [#28] In reply to [#27]
ZSurf and you will obtain a Nurbs surface!

http://www.kf12.com/blogs/techno/2007/08/zsurf/
From: chrisd (CHRIS_DORDONI)
30 May 2014   [#29] In reply to [#28]
Hi Frenchy

Yes, ZSurf can do this for low levels of detail or debossing a logo, but really is not useful for more complex reliefs. It also does not import 16-bit greyscale files if I recall correctly.
From: OSTexo
30 May 2014   [#30]
Hello chrisd,

Have you considered modeling the item to a specific level of detail, have the molds produced, then sending your molds to be engraved and textured appropriately?
From: chrisd (CHRIS_DORDONI)
30 May 2014   [#31] In reply to [#30]
Osteo, I think I still do not understand what you mean.

If the mold was done in a 2 step process, would the last step of adding the fine detail need to be done from a nurbs model?
From: OSTexo
30 May 2014   [#32]
Hello chrisd,

The engraving and texturing maps can be created from various bitmap and vector formats, they don't need to be NURBs. I believe you can also use scan data as well. I'd investigate having the items modeled to within a manageable tolerance, have the molds milled conventionally, then have the NURBs data, maps and/or scan data sent along with the molds so the detail can be mapped accurately to your molds. The molds are then engraved by subtracting a relatively small amount of material for the finish and detail you desire. I know you can accomplish this chemically, through EDM and laser ablation.
From: BurrMan
30 May 2014   [#33] In reply to [#24]
Hi Chris,
"""""""""""" I fail to see in many situations where the nurbs is actually going to better to machine from where there is a lot of surface variation.""""""""""""

The NURBS will be preferred by your CAM system. With a NURBS model, you are allowing your toolpath generator to perform the path calcs and decisions with regard to the settings within the CAM system.

With a poly model, you will be forcing the toolpath calcs, tolerances, moves etc, in conjunction with the CAM settings, which is less desirable and can be problematic when you are doing precision work (especially molds)

Frenchy mentioned reducing the poly count, which I do a lot. The programs today are getting really good at this, but there are some considerations (mostly with molds)

Is DOES morph the intent (but so does the NURBS conversion), so if you are doing 2 part work, you will want to re-create the second/split half from the morphed result. The "decimation" can be done to allow for tolerances specked on the part.

I use 3dcoat for poly retopo's or "decimation".....

Show messages:  1-13  14-33  34-53  54-73  74-93  …  474-483