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Full Version: Polygonal Converter.

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From: danperk (SBEECH)
24 Sep 2015   [#375]
Cool stuff Max, Thanks!

I ran it two times at S=50.
From: BurrMan
24 Sep 2015   [#376] In reply to [#372]
Thanks again Max!

Here's a sample to look at something I saw. You may chalk it up to "don't use it that way", or it may help you refine it for the future.

In the sample, if you manually enter a value a little larger, you can preview a kindof "harder edge" output (It starts to suck the walls in a little), but the "complete output" morphs from what is shown at the preview stage...

Steps. Try enter a value of 130,,, Note the preview looks fairly neat. Press done and look at result... (A value of 120 seems to give a result like the preview of 130, etc)

Anyway. Nice job again........

Attachments:
subdiv7_sample.zip


From: bemfarmer
25 Sep 2015   [#377]
I spent a lot of time online looking at comma usage in javascript.

Is there a purpose of the comma after the curly braces: },

I'm guessing that such commas are ignored, and there to make the end of function statements clearer ?

- Brian
From: Michael Gibson
25 Sep 2015   [#378] In reply to [#372]
Hi Max, great work!

> Michael, could you make it in the next version of MoI? (it will not take too much time,
> because the engine perfectly supports them.)

Yes, I'd definitely like to add more direct access to all the various parts of curve and surface structure (control points, weights, knot vector, degree, etc...) to scripts in v4.

- Michael
From: Max Smirnov (SMIRNOV)
25 Sep 2015   [#379]
Frenchy Pilou
>> My volume above has not extraordinary faces ?
Yes, there are extraordinary faces in your model.
At this moment the script supports extraordinary quads only, not triangles.


bemfarmer
>> Is there a purpose of the comma after the curly braces: },
The purpose of a comma separator is to delimit members in a list.
For example:
code:
var obj = {
  a: 22,
  b: 33,
  c: function() {return this.a+this.b},
  d: function() {return this.a*this.b},
  e: function() {return this.a/this.b}
}


Mike K4ICY
>> I hope that open surfaces and extraordinary polys are a possibility someday...
I'll try to make it in the nearest future. 1-2 months.

BurrMan
>> you can preview a kindof "harder edge" output
I remember about this. It's old bug of hq mode. I just had no time to fix it, but I hope I'll do it soon.
So, don't use it that way :) At least now. ;)

Michael Gibson
>> control points, weights, knot vector, degree, etc...
It will be great! Thank you.
From: Mik (MIKULAS)
25 Sep 2015   [#380] In reply to [#379]
Excellent job Max! Thank you.

... only SubD exercise + blend... extravagant "Caraffa Cuore" :-)




render in Octan has to be improved... some triangle artefacts appeared.

Mik

Image Attachments:
Caraffa Cuore.jpg  Carraffa Cuore CoM.jpg 


From: Max Smirnov (SMIRNOV)
25 Sep 2015   [#381]
Hi Pilou,
I've made two illustrations which might help you to understand what extraodinary faces is.

A vertex surrounded by three (1) or more than four (3) faces is called extraordinary vertex. And a vertex surrounded by four faces (2) is called ordinary.

If one or more vertex of a face is extraordinary, this face is called extraordinary too.


My script can load meshes with following types of polygons:

A - Ordinary quads ( 4 ordinary vertices ) - full support, best quality
B - Extraordinary quads ( 1 or more extraordinary vertex ) full support, best quality
C - Ordinary triangles ( 3 ordinary vertices ) looks good, but sometimes an artifacts can be noticable,
D - Extraordinary triangles ( 1 or more extraordinary vertex ) doesn't support at all. produces noticable artifacts on all neighbour faces.
E - Polar triangles ( group of triangles with a common vertex, two other vertices of each triangle must be ordinary ) full support, best quality.

So, you should not use type C and type D polygons.
From: Frenchy Pilou (PILOU)
25 Sep 2015   [#382] In reply to [#381]
THX for the detailed infos!
From: Max Smirnov (SMIRNOV)
1 Oct 2015   [#383]
Beta8 will be soon ;)

From: Frenchy Pilou (PILOU)
1 Oct 2015   [#384] In reply to [#383]
Seems there are some new concepts realized!
From: BurrMan
2 Oct 2015   [#385] In reply to [#383]
Trying to imagine if you get this down to the vertex level..
.. :)
From: archetype (FABIENF)
2 Oct 2015   [#386]
Looks like you're making great progress, Max! Can't wait to try those open surfaces!

Really amazing to see this in MOI - thanks again for all your efforts!
From: PaQ
2 Oct 2015   [#387] In reply to [#383]
Hey Max,

Do you think it might be possible to have an option to crease open edges ?


In practice it should even be the 'default' behavior, but I'm probably biased by Modo default settings.
From: Mike K4ICY (MAJIKMIKE)
2 Oct 2015   [#388]
BWAAA!!! SOOOO AWESOME Max! :-) ..oh, the evil plans are a conjurin'
From: archetype (FABIENF)
2 Oct 2015   [#389]
I think PaQ's suggestion would make a lot of sense as a 'default'. Having an option to crease other (non-outer) edges would be the icing on the cake, if possible ;-)
From: Max Smirnov (SMIRNOV)
2 Oct 2015   [#390]
Hi guys!

archetype
>>Can't wait to try those open surfaces!
Next weekend, I hope. Maybe earlier, maybe later :)

>>Having an option to crease other (non-outer) edges would be the icing on the cake, if possible ;-)
It's possible, I have it in the plans.

PaQ
>>Do you think it might be possible to have an option to crease open edges ?
Yes. I've wrote this script block yesterday.

From: Michael Gibson
2 Oct 2015   [#391] In reply to [#390]
It's looking great Max!

- Michael
From: PaQ
2 Oct 2015   [#392]
Wonderful, thanks Max !
From: Mike K4ICY (MAJIKMIKE)
3 Oct 2015   [#393]
That amazing Max!
From: chippwalters
4 Oct 2015   [#394]
Woah! Sweet!! Need to create a tutorial on *that* version!

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