Michael's Plasticity rants
 1-5  …  26-45  46-65  66-73

Previous
Next
 From:  Michael Gibson
11865.66 In reply to 11865.65 
Here's another one, Plasticity 25.3.3 Windows, all geometry created in Plasticity.



- Michael

EDITED: 25 Dec by MICHAEL GIBSON

Attachments:

  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
11865.67 In reply to 11865.65 
@pafurijaz,

re:
> I don't have Windows, the last Windows I had was XP!

So what about XNurbs, you just aren't able to use it?

The Plasticity web site has this:



It says XNURBS "STUDIO ONLY" on the front page. But this is not correct, it's not just "STUDIO ONLY", it's Mac and Windows Studio only which you have to look for in fine print elsewhere.

And for Indie version it says: "All essential 3D modeling tools" but it does not include XNURBS as well, right?

So is XNurbs an "essential 3D modeling tool" as the front page seems to describe or not essential as the indie version says.

Why create a division of "second class citizens" like this?

- Michael
Attachments:

  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
11865.68 
I think it's the Xnurbs guys that didn't want their product to be available on the cheapest tier :S

So yes it's Studio Win/Mac only, which seems clear to me in the pricing comparison tab. (Looks like a bunch of users run win-Plasticity trough wine tho).
  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
11865.69 
Now, something I really find misleading is this one:
https://www.youtube.com/watch?v=9jw5Rk8hqPU

(I’m not really sure it’s a good idea to make Michael angrier than he already is.)

It’s an old video, but I don’t think much has changed since then. Maybe it’s good enough to produce a render mesh, but topology-wise, the n-gons option relies on one of those methods that simply merge coplanar triangles, and it will always be poor quality. Combined with the fact that you can only export to .obj (one of the worst formats you could use with n-gons), it’s a very strange choice of priorities imho.

Maybe it’s because you can use that Blender bridge, but to me, that workflow feels cumbersome.

But I'm not gonna lie, looking at all the comments in that video's I'm wondering if their are blind ? hyped ? or if I'm too picky ... .. .
  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
11865.70 

(Plasti vs MoI mesher)

No it's not on par, or sometimes better ... (same primitives count)
Attachments:

  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:  BurrMan
11865.71 In reply to 11865.70 

“”””” No it's not on par ””””””

He is “Happy with the quality!”

There you have it right there…..

That is the quincy magoo version of the mesher…..

“Results Look good enough”

  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
11865.72 In reply to 11865.69 
@ PaQ, <...sigh...> "just as good, sometimes better" he claims.... ????

I would like to see any actual examples of that.

In reality I don't think I have seen even a single case where the Plasticity n-gon tessellation was better than MoI's .

If you're lucky, with certain kinds of models it can only be slightly worse.

On more complex models Plasticity's n-gon output becomes worse and worse with large amounts of wonky lines.

The difference is that in MOI's n-gon output, every single poly edge in the entire output is either along a trim boundary edge, or running along a surface's UV directions. There is literally not even a single polygon edge that doesn't belong to one of those categories. That makes the MOI n-gon output highly structured with a wireframe that is strongly aligned with the original CAD model.

The Plasticity generated mesh does not have that same structure to it, it will often generate edges that seem to be from an initial triangular tessellation.

MOI does not make an initial triangular tessellation, it makes an initial UV quad mesh and then with trim edges the quads are trimmed directly into n-gons. The only triangulation in MOI happens at the end if you want triangles where the n-gons get triangulated. This native n-gon meshing process is unique to MOI and not available in any commercial geometry library.

Some examples in MOI:





And same in Plasticity:





- 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
 From:  Michael Gibson
11865.73 
Re: N-gon meshing - especially if there are a lot of holes in large surfaces you'll see a lot of triangulated looking lines in Plasticity's fake n-gon output.

MoI result:


Plasticity result:


- 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
 

Reply to All Reply to All

 

 
 
Show messages:  1-5  6-25  26-45  46-65  66-73