Users of Blender how to smooth this to import to Moi

Next
 From:  Matadem
12128.1 
Good day.
I've been playing with Blendertopo a kind to topology optimization in Blender.
I would like to have it smooth as possible and Into Moi for further details.

But I cannot get the results I want or maybe there is some add on or technique that I am not aware of.
I tried autoremesher but still not what I am looking for....

I think the result I am looking for is close to powersurfacing in Solidworks or smoothing in Altair https://www.youtube.com/watch?v=h-n1HTpysC0
Is there a way to get close to it and into Moi for 3d printing?
Tnx!

EDITED: 16 Oct by MATADEM

Attachments:

Image Attachments:
Size: 131.4 KB, Downloaded: 24 times, Dimensions: 1405x725px
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
12128.2 In reply to 12128.1 
Hi Matadem, what was the result that you got from autoremesher?

Some other remeshing tools shown here:
https://www.youtube.com/watch?v=CviZw41IbMg

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Matadem
12128.3 In reply to 12128.2 
Good day.
I tried a few settings and getting close...but not exactly..
I am guessing the only way is try to recreate it in Blender and or Nvil3d and send back to Moi3d..now I am looking more into it seems polynurbs is used to get the smooth result am looking for.
but I do not know any decently priced app to do this...

Tnx!

EDITED: 17 Oct by MATADEM

Image Attachments:
Size: 532 KB, Downloaded: 17 times, Dimensions: 1665x950px
Size: 889.8 KB, Downloaded: 22 times, Dimensions: 1762x1090px
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Zooen
12128.4 In reply to 12128.2 
Thanks for the link, Michael.
I use Quad Remesher from time to time and I’m quite happy with it, although it does produce, erm, surprising results depending on the object you’re trying to retopologise.

- Zooen

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  MO (MO_TE)
12128.5 In reply to 12128.1 
Hi Matadem,

The attached OBJ file is similar to a pipe structure. You can use your topology optimization results as a reference to generate helper curves to serve as pipe rails, then use the "MultiPipe2" command. You can also use different styles to set various pipe radii.

If you plan to create more complex objects like those in the video, you will need to retopologize your object, which can be challenging. While there are various plugins for automatic retopology, I haven't tried all of them. Here are a few tips that may help with an auto-retopology workflow:

1- Make the object symmetrical to achieve cleaner results more quickly.
2- Use a denser mesh for retopologizing, your object file was too low poly. In my experience, results are better on slightly denser meshes—though not excessively so. For your object, I first used the "Remesh" modifier to make it slightly denser and then processed it with the "QRemeshify" plugin. (Any other auto remesher will do)

Attached the multipipe result and remeshed object (not perfect).

MultiPipe Command:
https://moi3d.com/forum/messages.php?webtag=MOI&msg=12116.6

QRemeshify:
https://ksami.gumroad.com/l/QRemeshify

p.s
It has been a long time since I last updated this plugin. I realized it's been two years since the last update, so it might not be compatible with newer versions of Blender.

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Matadem
12128.6 In reply to 12128.5 
I managed to make something in Blender, Nvil and Moi.
so my best bet is to take the image of the result and remake it.
The multipipe worked great!
Image Attachments:
Size: 1.6 MB, Downloaded: 19 times, Dimensions: 1585x862px
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Zooen
12128.7 In reply to 12128.5 
Hi MO,

Thank you for your informations and suggestions.
QRemeshify 1.1.0 is compatible with the latest version of Blender 5.2.2 LTS

Kind regards

- Zooen

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  MO (MO_TE)
12128.8 In reply to 12128.7 
@ Zooen
>> QRemeshify 1.1.0 is compatible with the latest version of Blender 5.2.2 LTS

Cool, Thanks!
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  PaQ
12128.9 
Hello, could be easier if you could get a bit more definition (voxels) in that source mesh tho ... 10 iteration of quad remesh > smooth push > blur
Hou 22.0




  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Matadem
12128.10 In reply to 12128.9 
@ PaQ
That looks pretty smooth..
what is the process?...I rarely use blender ...just for 2 add ons.

Tnx!
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Zooen
12128.11 In reply to 12128.10 
Hi Matadem,

In this case, Paq used Houdini 22.0. Houdini is very powerful for retopology.

- Zooen

EDITED: 19 Oct 7:46 by ZOOEN

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  PaQ
12128.12 In reply to 12128.10 
Yes it's houdini here (the .hip is include), but the general ideal is to run the quad remesher multiple time. Houdini QR is not as good as Exoside one, but it's super fast, so you can chain process it.
The loop is quad remesh > computing normals > average the normals (blur) > pushing the point along normal (small distance) > blur the result > repeat.

It's pretty close the the erode>blur filtering usually used to smooth out liquid from simulation ... that said it was just a guess to solve this here, not sure that method is robust enough whatever the mesh you throw at it.

EDITED: 19 Oct 10:23 by PAQ

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
 From:  Frenchy Pilou (PILOU)
12128.13 
I suggest you the free TopMod who can make this sort of thing! https://moiscript.weebly.com/topmod.html

A killer one: never seen so easy and powerful prog! :)





So seems to me that your form above will be a game boy for it! :)


To obtain the kind of organic, openwork structure typical of TopMod from your base quadrilateral mesh, follow these steps to continue your modeling process:

1. Apply a preliminary subdivision (Doo-Sabin)
Before hollowing out the form, it is common to apply an initial round of subdivision to restructure the geometry:

Apply one iteration of the Doo-Sabin algorithm. Unlike Catmull-Clark, Doo-Sabin gives quadrilaterals a more mathematical and structured appearance, which serves as an excellent foundation for this type of sculpture.

2. Use Rind Modeling (Hollowing and shell creation)
This is the core function in TopMod, which allows you to transform a solid volume into a mesh-like or perforated tubular structure (as seen in your image):

Select the loops of quadrilateral faces that you wish to transform or remove.

Apply the Rind Modeling function. This command converts your mesh into a thin, hollow shell while opening up and piercing the corresponding areas.

3. Smoothing and finishing (Catmull-Clark)
Once the openwork shell has been generated, the edges may appear a bit too rigid:

Apply one or more iterations of the Catmull-Clark algorithm (or Doo-Sabin again) to smooth the edges, round out the junctions, and achieve that fluid, organic, 3D-sculpted look.

By experimenting with your initial selection of quadrilateral loops before activating Rind Modeling, you can freely adjust the size, thickness, and shape of the openings.
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged
 

Reply to All Reply to All