Hi PaQ,
And thank you very much for your suggestions!
I answer here to your post
http://moi3d.com/forum/index.php?webtag=MOI&msg=8090.54
> You shouldn't care that much about ngones or tris, just add a subdivision level to your mesh before import/conversion.
>By doing that, you will always end up with a full quad mesh.
Yes, I agree with you but by doing so I certainly will increase the total polygons count, and in my experiments
I'm trying to work with less polygons as possible, in order to obtain the lightest Nurbs objects.
Clearly in relation with the level of details I need for the particular object.
Only if I need I will do a SubDiv step in most detailed area of the object.
> What's important, is to 'hide' as much as you can any vertex that is not connected with 4 edges.
> The surface quality in those 'poles' area will always be a problem (surface continuity problem, or pinch).
> By hiding, I mean avoid to place those vertex where there is a big curvature change.
Also in this case i agree with you. The poles area are always a problem...
In fact in my example this is clearly evident.
But, what do you mean with "hiding" vertexes ?
Could you please be more precise ?
> I have to say that MAX SubDiv script is doing an amazing job in that area, way better than anything I have seen so far.
>It's very obvious in your example, the middle area where 12 edges are connected to one vertex looks much better
> (I would even say perfect) with Max's script than Rhino result.
Yes, Max's SubDiv is amazing in treating this situation!
But I'm testing the SubDFromMesh Rhino V6 command, mainly for two reasons :
1) I have a commercial license of Rhino too and I'd like to make the most of it :)
And I'm also very curious about what McNeel will give us in the long-awaited official V6 version.
2) Max's SubDiv + ImportObj scripts are very slow compared to Rhino, especially with mid-poly obj (> 1000 faces).
(And I have i7 4790K 4.4 Ghz, not a monster but...)
After all Max's SubDiv is Javascript while SubDFromMesh is compiled into Rhino...
And furthermore, I want to test the possible results obtained converting mid/high-poly count Quad+Tris obj into Nurbs,
in order to find a decent workflow to manually produce a simplified Nurbs version of high-patches version.
Anyway, thanks a lot and have a nice day.
- Marco (mkdm)