Full Version: Polygonal Converter.

From: BurrMan [#61]
 16 Jun 2014
To: ALL

Michael,
Could the "extraordinary vertices" be easily identified beforehand? This tool, even if there were parts that had to be "left out", would be very cool. Then using other tools to handle the extraordinary part...

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From: Michael Gibson [#62]
 17 Jun 2014
To: ALL

Hi Burr, yeah the extraordinary vertices are pretty easy to identify, they're just vertices where there is some other number than 4 edges coming off of the vertex, see here:
http://www.multires.caltech.edu/teaching/courses/subdivision/intro/sld012.htm

- Michael

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From: Max Smirnov (SMIRNOV) [#63]
 30 Sep 2014
To: ALL

This is early beta version of my subdiv script. I'll add more features later. High precision mode (for extra smoothing around an extraordinary vertices), per edge sharpness, and more. Script supports 3- 4- and 5-sided polygons.

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From: bemfarmer [#64]
 30 Sep 2014
To: ALL

Hi Max, Which scheme are you using?

http://www.holmes3d.net/graphics/subdivision/

Is it going from Nurbs to Nurbs or ?

- Brian

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From: Max Smirnov (SMIRNOV) [#65]
 30 Sep 2014
To: ALL

Hi Brian, I using this one

Fast Parallel Construction of Smooth Surfaces from Meshes with Tri/Quad/Pent Facets
A. Myles and T. Ni and J. Peters
https://www.cise.ufl.edu/research/SurfLab/papers/08poly.pdf

It can use any solid object with flat faces, which can be created in MoI, or imported using my importobj script.

P.S. Also you can read this document: Smooth Surfaces from 4-sided Facets
T. L. Ni, Y. Yeo, A. Myles, V. Goel and J. Peters.

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From: BurrMan [#66]
 30 Sep 2014
To: ALL

Wow Max..... Wow.

Your importobj script? Did I miss that one or is it part of this project?

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From: DannyT (DANTAS) [#67]
 1 Oct 2014
To: ALL

I second that Wow!

-

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From: Max Smirnov (SMIRNOV) [#68]
 1 Oct 2014
To: ALL

Ops.. I forget to share it here :)
Yes, I wrote it as a part of this project, but it can be used separately.

Attachments:
importObj.zip

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From: Michael Gibson [#69]
 1 Oct 2014
To: ALL

Really cool stuff Max!

- Michael

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From: Max Smirnov (SMIRNOV) [#70]
 1 Oct 2014
To: ALL

Thank you Michael.
I still having an issues with extraordinary vertices because I didn't finished with Pm-Patches yet. I hope it will be really cool but a little bit later :)
I plan to release a stable beta at weekend.

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From: Frenchy Pilou (PILOU) [#71]
 1 Oct 2014
To: ALL

Sorry where is the Subdiv command ?
It's the one you want release this weekend ?

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From: Max Smirnov (SMIRNOV) [#72]
 1 Oct 2014
To: ALL

At this moment subdiv script is not ready for public release. Wait a few days. :)

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From: Frenchy Pilou (PILOU) [#73]
 1 Oct 2014
To: ALL

Ok Cool! Thx for the info!

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From: futagoza (STEFAN) [#74]
 1 Oct 2014
To: ALL

Really amazing Max!

Best regards
Stefan

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From: PaQ [#75]
 1 Oct 2014
To: ALL

Hi Max,

Hope their will be a little 'donate' button somewhere so we can buy you a drink or something :)

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From: bemfarmer [#76]
 1 Oct 2014
To: ALL

Hi Max:

For the 2008 paper, ....Tri/Quad/Pent Facets, there is source code and a movie here:
http://www.cise.ufl.edu/research/SurfLab/pubs.shtml

There is an errata file with corrections for page 5 and 6 here:
http://www.cise.ufl.edu/research/SurfLab/papers_html/myles08fast_errata.txt

- Brian

There is a 2009 paper as well.

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From: Ronamodeler (RON_A) [#77]
 1 Oct 2014
To: ALL

(Hope their will be a little 'donate' button somewhere so we can buy you a drink or something :) )


I'll second that! Very cool, Max.
Ron

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From: Mauro (M-DYNAMICS) [#78]
 1 Oct 2014
To: ALL

Agree with Paq !
Thanks Max!!

M

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From: Marc (TELLIER) [#79]
 1 Oct 2014
To: ALL

Amazing !

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From: Metin Seven (SEVENSHEAVEN) [#80]
 1 Oct 2014
To: ALL

Wow. Really great stuff, Max! This looks like the ideal bridge between poly and NURBS modeling.

I'm wondering: how clean are the smooth surfaces that are generated, in terms of surface points amount when separated? It would be fantastic if the smoothed version of a model remains adjustable after the smoothing.

Also, models converted with T-Splines in Rhino have trouble managing vertex points with 5 edges (so-called star points), resulting in a visible surface continuity artifact where quad polygons meet at a star point. How does your script manage those?

Can't wait to have a go at this!

Thanks!

Metin

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