MoI discussion forum
MoI discussion forum

Full Version: Polygon to NURBS / solids conversion

Show messages:  1-20  21-35

From: Metin Seven (METINSEVEN)
17 Aug 2017   [#1]
Hi,

I'm busy with a product modeling job. I've used MoI to create the basic forms, and am finishing the model using ZBrush.

It would be very convenient for the manufacturer if I could deliver the final product model in ST(E)P format in stead of a polygon-based format.

What's the best way of converting a (medium to high) polygon model to a solid? In the past I've used T-Splines for Rhino for this purpose, but I haven't got that anymore.

T-Splines has merged with Fusion 360, can I maybe use that for efficient poly to solid conversion? And is Fusion 360 still free, or would I have to go for an expensive Autodesk subscription?

Are Max Smirnov's polygon import and subdivision plug-in commands maybe suitable for this, or do they only work properly when importing and subdividing low-poly quad models?

It'd be great if the converted solid isn't a huge mess of tiny stitched NURBS surfaces.

Many thanks in advance for your help.
From: amur (STEFAN)
17 Aug 2017   [#2] In reply to [#1]
Hi Metin,

Fusion360 is still free, for non-commercial usage.

Max's script produces for every polygon a NURBS patch.

Regards
Stefan
From: Metin Seven (METINSEVEN)
17 Aug 2017   [#3] In reply to [#2]
Thanks Stefan.

So T-Splines within Fusion 360 is still the best way to turn a polygon model into a solid?

Any more tips or suggestions are welcome.
From: amur (STEFAN)
17 Aug 2017   [#4] In reply to [#3]
You're welcome Metin.

T-Splines/Fusion360 is very good for quad based subd meshes, with not to much polygons, i would say.

If you need something for high-res (scan) meshes Geomagic Design X seems to be an ideal solution.

I wonder however what the price is...

http://www.geomagic.com/de/products/designx

Regards
Stefan
From: chrisd (CHRIS_DORDONI)
17 Aug 2017   [#5] In reply to [#4]
DesignX is $15,000 + and it does not handle organic models very well, at least it didn't a few years ago.

I've used Fusion360 for organic models. Rebuilding a hard edge model with curved surface present a different set of problems. Some edges need to be weighted or creased so they remain sharp, otherwise the interpolation will round them over. Perhaps edge weighting or similar function is possible in Fusion 360.

I have use PowerSurfacing (Solidworks plugin, the stand alone app is Cyborg3D) which does have an edge weight option.
From: eddi
17 Aug 2017   [#6] In reply to [#1]
Hi and regrds to NL
Cheapest alternative at moment (but perhaps not best).
http://masterviacad.com/powerpackoverview/page34/index.html

Converts mesh to quads and then searches automatic for adequate patches, so not sub-d layout.

>> Are Max Smirnov's polygon import and subdivision plug-in commands maybe suitable for this ??
Not, Max's script works perfect on "Low-Poly"

>> It'd be great if the converted solid isn't a huge mess of tiny stitched NURBS surfaces.
Time consuming -> extract edges, rebuild and create big four sided layout.
http://moi3d.com/forum/index.php?webtag=MOI&msg=8548.4
From: AlexPolo
17 Aug 2017   [#7]
Hi All,

I am using Zbrush with its Zremesher works very well along with adaptive quad size - I can control quad size in areas needing detail and get good clean tight conversions. I then use Max's import OBJ and SUBD script. I find with Zbrush I can paint in areas I want to keep the detail and get control over mirrored results which is also handy.
From: Metin Seven (METINSEVEN)
18 Aug 2017   [#8]
Many thanks for your replies, Stefan, Chris, Eddi and Alex, much appreciated!

I'll check out all of your tips, and will experiment with Max's scripts first, because being able to keep working with MoI would be great.

Have a nice weekend!
From: Metin Seven (METINSEVEN)
18 Aug 2017   [#9] In reply to [#6]
Hi Eddi,

Greetings back to you from NL. :)

I was wondering: I own ViaCAD 2D/3D V9. Is the Powerpack with the polygon to solid converter compatible with that version of ViaCAD? Or would I need ViaCAD Pro, or maybe upgrade to ViaCAD 2D/3D V10?

Thanks,
From: amur (STEFAN)
18 Aug 2017   [#10] In reply to [#9]
Hi Metin,

i beta tested it a while ago (because i still have an old ViaCAD license)
and if i remember correctly you need ViaCAD Pro and PowerPack Pro,
in order to use those features.

I would simply contact their sales office and ask if there is an upgrade
path for your standard version.

Regards
Stefan
From: Metin Seven (METINSEVEN)
19 Aug 2017   [#11] In reply to [#10]
Thanks Stefan. I just discovered the price of the Powerpack. It's about twice the price of MoI. I'm not convinced to buy it yet. :)

But… I just successfully converted a retopologized ZBrush mesh to a solid thanks to ImportObj and Subdiv. Brilliant work, Max, many thanks!

Any chance of continued Subdiv development, like triangle subdivision optimization? It would be fantastic if you could make a smoothly subdivided solid from a triangulated, decimated mesh, like the output of Zbrush Decimation Master or Blender's Decimate modifier.

A tip: if your mesh is fully symmetrical, import and subdivide half the mesh into MoI, then mirror and join to a solid. It will save quite some calculation time, and enable you to import larger meshes with more polygons.
From: chrisd (CHRIS_DORDONI)
19 Aug 2017   [#12] In reply to [#11]
"Any chance of continued Subdiv development, like triangle subdivision optimization? It would be fantastic if you could make a smoothly subdivided solid from a triangulated, decimated mesh, like the output of Zbrush Decimation Master or Blender's Decimate modifier."

Have you tried Instant Meshes?
From: Metin Seven (METINSEVEN)
20 Aug 2017   [#13] In reply to [#12]
Hi Chris,

Yep, I know Instant Meshes, but I prefer Zbrush's ZRemesher. My triangle subdivision request is related to the triangulated output of ZBrush's Decimation Master, which often keeps details better than if you retopologize, and with fewer polygons.
From: keith1961
22 Aug 2017   [#14] In reply to [#13]
Hi
I didn't know and now its on my desktop. Thanks for the tip:) When you post you always help someone
Keith
From: Metin Seven (METINSEVEN)
27 Aug 2017   [#15] In reply to [#14]
Glad this topic introduced you to something new, Keith.
From: Metin Seven (METINSEVEN)
25 Jun 2018   [#16]
Hi guys,

It's been a while since we had this discussion about poly to NURBS conversion. Any news on this subject?

I'm still hesitating to go for ViaCAD Pro and Powerpack Pro, but it's a costly investment, and I need it only for specific cases, every now and then.

The most important property of a poly to NURBS conversion would be the ability to convert detailed high-polygon meshes to NURBS. ViaCAD's Powerpack Pro seems to do a decent job in that area:

http://masterviacad.com/powerpackoverview/styled-50/page35.html

Regards,

Metin

———————

visualization • illustration • animation • 3D design — https://metinseven.com
From: amur (STEFAN)
25 Jun 2018   [#17]
Hi Metin,

i think it is the best commercial option (price wise), because if
i remember correctly solutions like T-Splines can't handle that
high quad poly count, like shown in the examples.

Regards
Stefan
From: Metin Seven (METINSEVEN)
25 Jun 2018   [#18] In reply to [#17]
Thanks Stefan,

I guess so too. T-Splines are very comparable to Max's Subdivision command for MoI, and indeed work best with a relatively low quad poly count.
From: AlexPolo
25 Jun 2018   [#19]
Hi Metin,

I originally purchased VIACAD Pro and yes it does do a good job of conversion but as a owner of ZBRUSH also I found that creating a clean quad mesh using the Z-Remesher function I could control the quad count to a higher degree and exporting that as an OBJ and importing using Max's OBJ import and SUBD commands I could get leaner surfaces - VIACAD would place many patches over surface creases - if you have a file in mind send it to me and I will do viacad/zbrush comparison.

regards
Alex.
From: amur (STEFAN)
26 Jun 2018   [#20]
Hi Alex,

while ZRemesher does indeed mostly creates nice quad meshes i had recently
pinching issues at 3 edges poles when doing a T-Splines conversion with
Fusion360. The solution was then to trim the small pinching areas in MoI
and network the holes.

Regards
Stefan

Show messages:  1-20  21-35