V4 beta Oct-17-2018 available now - SubD to NURBS conversion
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 From:  mkdm
9100.33 In reply to 9100.30 
You're welcome :)

- Marco (mkdm)
My Procreate portfolio
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 From:  danperk (SBEECH)
9100.34 
Great Job Michael! I've been testing other meshes and it does an excellent conversion!

Screen cap of Old Man Head with different conversions, file too large to attach.

EDITED: 2 May 2023 by SBEECH

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 From:  BurrMan
9100.35 In reply to 9100.1 
36 MB.... Lol

Amazing!
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 From:  Michael Gibson
9100.36 In reply to 9100.35 
Hi Burr, yeah but the previous one was only 32 MB! :) It cost 4 MB for the Faircad3d functionality.

- Michael
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 From:  BurrMan
9100.37 In reply to 9100.36 
Hahaha...

We started at just a bit over 10 mb...

I don't know if I can take it anymore!!!! :o

Maybe 7 years from now you'll be pushing 50 mb?

It's just incredible. Props man. Props.
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 From:  Michael Gibson
9100.38 
Also if you want to set up a shortcut key for the SubD to NURBS converter use ImportSubD for the command name. And if you want to run it in a script you can use moi.geometryDatabase.fileImportSubD( 'filename' );

- Michael
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 From:  PaQ
9100.39 
Hi Michael,

We badly need a cool zebra shader now, so we can all create those beautiful surface analysis screenshots :O)
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 From:  Michael Gibson
9100.40 In reply to 9100.39 
Hi PaQ,

re:
> We badly need a cool zebra shader now, so we can all create those beautiful surface analysis screenshots :O)

Someday... The tricky part about that isn't so much the shader it's that it also needs a very dense display mesh generated for it to be sure you're seeing actual surface defects and not mesh display artifacts.

- Michael
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 From:  amur (STEFAN)
9100.41 
Hi Michael and all,

cool that the SubD to NURBS converter handles also Ngons
nicely. :-)

Bildschirmfoto-2018-10-19-um-08-19-58

Regards
Stefan

EDITED: 19 Oct 2018 by STEFAN

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 From:  Metin (METIN_SEVEN)
9100.42 
Yes! It works!

Thanks for healing my NURBS constipation, Michael!


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 From:  Michael Gibson
9100.43 
Also there are a couple of cases where the converter will only be able to do G1 continuity instead of G2.

That will happen in some cases at the boundaries of open meshes and also at vertices of greater than valence = 8 (more than 8 edges coming off of a single vertex).

But these are not good things to have for sub-d meshes anyway so I don't think they are likely to run into very often.

- Michael
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 From:  Michael Gibson
9100.44 In reply to 9100.42 
Hi Metin, ha look at that high quality poop conversion! :)

- Michael
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 From:  Metin (METIN_SEVEN)
9100.45 
:D

The only thing I really miss is the option to convert high-polygon meshes to NURBS.

I loaded the attached old voodoo doll of mine (once created for a quick cartoon), and I forgot that the pins are high-poly.

It took quite a while to load, and MoI still tried to subdivide the high-poly pins, resulting in patch tearing and exported polygon tearing, while it'd be great if high-poly objects would be recognized as high-poly (maybe with a user-defined treshold) and converted to as few NURBS patches as possible.

Thanks,

Metin


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 From:  Michael Gibson
9100.46 In reply to 9100.45 
Hi Metin, yeah so those pins were not meant to be have sub-d smoothing on them, right?

I'm not really sure how feasible it would be to try and detect that automatically - for this converter you would want to leave those out of the .obj file and not try to bring them in with the body.

The tearing I think is a bug in MoI's handling of faces that are pretty small, not actually in the conversion part. If you scale those up by say 100 times in size before bringing them in you might see them go away. It can happen in other places in MoI too, it's just more noticeable in the converter since it can generate little tiny faces more than other things you usually do in MoI. I'm still working on tracking down this tiny face mangling bug, it crept in sometime after MoI v3.

- Michael
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 From:  Michael Gibson
9100.47 In reply to 9100.45 
Also I'm hoping to get the converter to have a progress bar and a cancel button too.

- Michael
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 From:  Metin (METIN_SEVEN)
9100.48 
Hi Michael,

Sounds good. Good luck hunting those darn bugs.

I tried a little more complex, but completely manifold, subdivision-ready OBJ file, and it becomes a joined surface after importing in MoI using the new Sud-D function.

I've attached the OBJ file. If you select and delete the main part of the result, some separate edges remain.

Regards,

Metin

EDITED: 19 Oct 2018 by METIN_SEVEN

Attachments:

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 From:  Frenchy Pilou (PILOU)
9100.49 
<< Also if you want to set up a shortcut key for the SubD to NURBS converter use ImportSubD for the command name. And if you want to run it in a script you can use moi.geometryDatabase.fileImportSubD( 'filename' );


and the very practical
Press TAB then write ImportSUBD or importsubD or ImPorTSubD or anything you want but without space! ;)


the ZBrush dog


and here a model 30 000 polys (Zbrush)
By Félix Barc

EDITED: 19 Oct 2018 by PILOU

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 From:  ycarry
9100.50 
Thanks Michael!
Image Attachments:
Size: 199.6 KB, Downloaded: 39 times, Dimensions: 511x461px
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 From:  Michael Gibson
9100.51 In reply to 9100.48 
Hi Metin,

re:
> I tried a little more complex, but completely manifold, subdivision-ready OBJ file, and it becomes
> a joined surface after importing in MoI using the new Sud-D function.

That's the same "very small faces getting mangled" problem that I was talking about earlier. For now if you have an object that's only about 1 unit across it will run into some problems, scale objects like that up by say 100 times before you do the import.

I've attached the result of scaling your object up by 100 times and this version should now have all joined edges when you import it.



- Michael

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 From:  Metin (METIN_SEVEN)
9100.52 In reply to 9100.51 
Hi Michael,

You're right, the upscaled OBJ file becomes a solid after import. I can use that as a workaround until it's fixed.

Thanks,

Metin
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