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Full Version: V4 beta Feb-27-2019 available now

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From: Michael Gibson
27 Feb 2019   [#6]
Added release notes to top post.

- Michael
From: speedy (AL2000)
27 Feb 2019   [#7]
Hi Michael and Friends ,
a question ....
I have already installed the V4 Beta of October 2018, to install the new Beta of February, I must first delete the one already installed,
or automatically this will replace the other ...
with repercussions also on everything installed, Nodeeditor
Custom Interface and Various Script ... etc. etc.
I know you've already given us answers, but I do not remember
where to look for them ..
If you could help me you would be grateful
alberto
From: MarkBTomlinson
27 Feb 2019   [#8] In reply to [#7]
It will install into a new location you won't overwrite the old file. So no you don't have to uninstall unless you want to.
From: mkdm
27 Feb 2019   [#9] In reply to [#1]
Hello Michael!

Thank you very much for this new update!!

I find super useful these two things:

1) Add SubD import option for either fewer patches but with denser surface control points, or more patches around extraordinary vertices but with fewer surface control points in regular areas of the mesh. Set under Options > Import/Export > SubD import options > "Patch type".

2) Update multiple selection - Add option for doing multiple selection only when shift key is down. Options > General > Multiple selection: "Always" or "Only when Shift is down".

Long awaited this new multiple selection behavior! Perfect!

Looking forward bow to improvements on the display mesh routines and the antialiasing also for surfaces not only for the curves :)

Thanks.
From: Michael Gibson
27 Feb 2019   [#10] In reply to [#9]
That's great Marco, I'm glad those are useful!

re:
> Looking forward bow to improvements on the display mesh routines and the
> antialiasing also for surfaces not only for the curves :)

Can you please remind me what the "display mesh routines" part is about?

- Michael
From: danperk (SBEECH)
27 Feb 2019   [#11]
Great Stuff Michael, Thanks!

Tried a quick test of patch combining on SubD Create and it worked well.

It's nice to get material assignments from OBJ file too.

Image Attachments:
HH2.jpg  HH3.jpg  HHShrk.jpg 


From: Michael Gibson
27 Feb 2019   [#12] In reply to [#11]
Hi danperk, thanks for testing the new materials-aware patch combining. That looks great!

That should hopefully be a pretty easy way to be able to influence patch formation.

- Michael
From: PaQ
27 Feb 2019   [#13]
Thanks for the new beta Michael !
From: Michael Gibson
27 Feb 2019   [#14] In reply to [#13]
You're welcome PaQ!

- Michael
From: Finema
28 Feb 2019   [#15]
Hi Michael,
Thanks for the update. it's top !
From: mkdm
28 Feb 2019   [#16] In reply to [#10]
Hello Michael.

@You: "...Can you please remind me what the "display mesh routines" part is about?..."

Well...something we where talking about many months ago.

I'm referring to some improvements to the way Moi is using to display/render the nurbs surfaces.
Actually, despite any kind of tweaking I can try with the control panel of my GPU (Nvidia Quadro and Nvidia 1080 Ti), the antialiasing is never applied to the boundaries of the surfaces but only to the nurbs curves.

Also there's still the old problem of the "unwanted fake edges" or "edges glitches" that moi sometimes draw for certain area of the objects.

Here in these 3 screenshots you con see what I'm talking about :)

The "read area" show you the missing antialiasing in the rendering of the surfaces and, in the last pictures, the "edges glitches".

Thanks.






From: Michael Gibson
28 Feb 2019   [#17] In reply to [#16]
Hi Marco, you can find some more information on the "edges glitches" part here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4987.2

Although that is something that I want to try and improve in the future I do not expect to be able to work on it for V4, sorry.

Antialiasing for shaded surfaces is still on my list to investigate and may be feasible to add for v4, I will know more when I give it a try. It is still on my remaining investigation list.

- Michael
From: mkdm
28 Feb 2019   [#18] In reply to [#17]
Hi Micheal.

About surfaces antialiasing you wrote :" It is still on my remaining investigation list."

Ok. Good to know :)

Please don't erase it from your list :)

Thanks.
From: eric (ERICCLOUGH)
28 Feb 2019   [#19]
Hooray Michael !!! Again.
cheers
eric
From: Marc (TELLIER)
28 Feb 2019   [#20]
Thanks Michael, it will be very cool to be able to import subivision surfaces.
A new set of possibilities!

Marc
From: Michael Gibson
28 Feb 2019   [#21] In reply to [#11]
Hi danperk, so for your shark example there I wanted to mention the modes "Patch type: Fewer patches, more control points" and the new "Patch type: More patches, fewer control points" will have the exact same shape. The difference is in how patches get glued together.

The first mode which is the default combines things by radiating out from extraordinary vertices, generally making longer strips following edge flows. The patches immediately around an extraordinary vertex will be degree 6 and the neighboring ones that will get glued get degree elevated from degree 3 to degree 6, so that's what makes them have more control points. Although there are quite a lot of control points it's not really something to worry about very much since it is not likely that you will be doing control point editing of them directly and they are evenly dispersed.

The new "Patch type: More patches, fewer control points" will keep the degree 6 patches immediately around an extraordinary vertex to be separate and glue together the regular areas of the mesh which then get to stay degree 3 and thus have fewer control points. But it will have a lot more small surfaces around extraordinary vertices and so have more little edges and the overall structure won't quite follow edge flows as much.

One method is not really automatically better than the other in all cases but with the new setting you can choose between these tradeoffs if you want.

- Michael
From: r2d3
1 Mar 2019   [#22]
What happens with STYLE in this beta?

I have a object with different styles after some boolean operations. To make the object back to one style again in previous betas i clicked on style in the info menu -> i get some style options -> choose one and ready.

This doesent work in the new beta because there are no style options poping up......





Image Attachments:
Ohne Titel 2.png  Ohne Titel.png 


From: danperk (SBEECH)
1 Mar 2019   [#23]
Hi Michael,

It's definitely not something I'm worried about, just wanted to show the point structure of the 2 options.

As Pilou says, Thanks for the precision! ;)
From: Michael Gibson
1 Mar 2019   [#24] In reply to [#22]
Hi Ralf, re: Style menu not working - that's a typo bug that came in when trying to add a Ctrl+left click to work same as right-click (as requested here http://moi3d.com/forum/index.php?webtag=MOI&msg=9245.5). The bug is that also plain left click ended up doing the same as Ctrl+left click.

It can be fixed up updating the file SidePaneContextArea.htm in the UI sub-folder in the main install folder with the attached version below. Thanks for reporting the bug!

(EDIT: note - re-issued Feb-27-2019 beta has this fix included)


Also if you would prefer for booleans to make a single style result you can change a setting in moi.ini that will do that:

[Styles]
DisableSubObjectStyles=y

Thanks, - Michael

Attachments:
SidePaneContextArea.htm


From: mkdm
1 Mar 2019   [#25] In reply to [#24]
Hello Michael.

@You: "It can be fixed up updating the file SidePaneContextArea.htm in the UI sub-folder in the main install folder with the attached version below. Thanks for reporting the bug!"

Please can you update also the first message of this new beta.
So in this way it's easy to get this fix without the need to remember that exists this bug and where to get the right file to fix it.

Thanks.

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