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 From:  777RAVEN777
11590.1 
Subdiv works on polygons that have a maximum of 4 vertices, but if I have a (fairly) complex model in which some of the faces/polygons have more than 4, I can manually go through and trim them all till subdiv is happy (which can take ages) but is there a script or command - or even a standalone app - which will find those polygons and do the job in 1/1000th of the time?

I know it's been talked about a lot but I thought I'd ask here first rather than scroll through the forum history ;)

Cheers in advance

EDITED: 7 Nov 2024 by 777RAVEN777

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 From:  Michael Gibson
11590.2 In reply to 11590.1 
Hi Raven, do you have an example model that you could post?

It's generally better to do sub-d modeling in a polygon modeling program instead of doing it in MOI.

Programs that focus on poly modeling have a variety of tools for reconstructing things out of quads, including automatic methods. Those are usually referred to as "retopology" tools.

So if you do a web search for "retopology blender" a bunch of stuff will come up about that.

- Michael
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 From:  777RAVEN777
11590.3 In reply to 11590.2 
Moi is more than sufficient for most of what I do, but occasionally I need something to look a little more curvy & organic - filleting usually takes care of that but in the case of constructing compound surfaces, that can take a while & a lot of trial & error. Some of the examples I've seen here just using subdiv are exactly what I'm after

i don't have any specific need for it right at the moment - just asking generally as it's great to have one more trick in the toolbox :)
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 From:  Michael Gibson
11590.4 In reply to 11590.3 
Hi Raven, that's just it though - sub-d modeling programs are entirely purpose built around manipulating quad control cages.

So they're a better fitting tool for working on that kind of data.

It's best to do the sub-d modeling inside a sub-d modeling tool and then you can import it into MOI using SubD > Create > "From file" instead of trying to use MOI as a sub-d modeling tool itself which it isn't.

- Michael
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 From:  Frenchy Pilou (PILOU)
11590.5 
it's more funny to make directly subdivision in Moi!
With only 4 functions!
(And of course any native Moi functions! (Like Extrude...in some conditions :)

thx Max Smirnov!

EDITED: 7 Nov 2024 by PILOU

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 From:  777RAVEN777
11590.6 In reply to 11590.5 
Found what I needed - it's just sSplit :) Makes things way easier than projecting curves & then trimming

Boy some folks here have way more brains than I'll ever use - there are some great scripts & commands I never knew existed....
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 From:  PaQ
11590.7 In reply to 11590.1 
For 5 (maybe 6) and 3 ngones, you can often just apply a subdivision level to your 3D poly model before saving; you will get a full quad model.
It also works with any type of ngones, but the topo result might look unpleasant.

Chasing ngones is a good thing, but at the end, it's the number of edges connecting to a single points that will create "ugly" result (bad topology flow), and it's often way more tedious to fix.
If it's just to satisfy some loader restriction, pre-subdividing the mesh can be enough.
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 From:  777RAVEN777
11590.8 In reply to 11590.7 
When you say 'apply a subdivision level' do you mean use something like sSplit?
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 From:  Frenchy Pilou (PILOU)
11590.9 In reply to 11590.8 
No sSPlit (in Moi3D) is used for add Lines cut for Divide a solid ( or add faces ) for facilitate the Subdivision!

_SubdivBeta9 makes the Subdivision of the solid(s) itself! (round the volume(s))

Here like 100 levels of Subdivision! ;) in Moi : in another prog that will be 0 to 7 because numbers of facetts x 4 at each level! ;)

In Hexagon 2 : 0 to 7... Level 3 is yet a cool sphere ! :) And want not explode my Hard Memory!



In Moi3D It's like a game because you must always find some tricks for have a solid(s) without internal faces !
And better to have "quad" faces!

https://moiscript.weebly.com/la-subdivision.html

SSplit only one edge


SSplit on faces! (special here because start is not a quad so SPlit ones Top & Bottom !


SBridge + _SubdivBeta9 at the end
S

SSize (works with Control Points) + _SubdivBeta9 at the end


Then the Free Vizcom for some cool rendering! ;)

ect...

EDITED: 8 Nov 2024 by PILOU

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 From:  777RAVEN777
11590.10 In reply to 11590.9 
Ok so Subdiv does actually divide into smaller polys - it just doesn't show them?

I notice the beta6 has a High Quality mode but the beta9 doesn't seem to....
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 From:  777RAVEN777
11590.11 In reply to 11590.9 
Btw - nice work Frenchy :)
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 From:  Frenchy Pilou (PILOU)
11590.12 In reply to 11590.10 
I wouldn't say that: I believe subdiv convert the solid(s) in surfaces Nurbs! ;) like patches....
And you see them !

Can be less or more numerous (patches) depending of the Original OBJ and method used!

Here the Native SubD / Create from file


Moi is not a Poly modeler!
We can simulate Subdivision in it! ;)
Thx Max Smirnov!
Compare to this ligh one! :)
_Import OBJ

EDITED: 8 Nov 2024 by PILOU

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 From:  Michael Gibson
11590.13 In reply to 11590.10 
Hi Raven,

re:
> Ok so Subdiv does actually divide into smaller polys - it just doesn't show them?

No, the Subdiv plug-in works somewhat differently than applying subdivision in a poly modeling program.

In a poly modeling program you can apply subd smoothing which generates a denser mesh. There's a good overview here:
https://www.youtube.com/watch?v=ckOTl2GcS-E

For SubD to NURBS surface conversion it's a little different. It isn't making polygon output in steps, it's trying to make a smooth "limit surface" result.

- Michael
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 From:  Michael Gibson
11590.14 In reply to 11590.12 
Hi Pilou,

re:
> Here the Native SubD / Create from file

It looks like you're importing a triangulated or high density mesh there.

To be clear, that's not what you should be doing. You should have the sub-d control cage in the .obj file you import, not a high density already subdivided or triangulated render mesh.

- Michael
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 From:  Frenchy Pilou (PILOU)
11590.15 In reply to 11590.14 
Yes i can have different options! :) (free Hexagon 2)



And seems that your Create from file is very similar than the CatMull Clark ? (first on the left)
On the left i took Doo Sabin Level 2 (before Import inside moi)

I obtain the same result than Catmull Clark if I import the OBJ at level 0 so straight lines!
It's Moi that makes the subdivision (same result than Catmull Clark! :)
If I send a not subdivised file i have the result on the right! So Cool!

EDITED: 8 Nov 2024 by PILOU

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 From:  PaQ
11590.16 In reply to 11590.8 
Hello 777RAVEN777,

Sorry I kinda miss the fact you are creating your "poly" model in MoI.
I was referring to poly modelling software, where you can simply add a level of subdivision to an arbitrary surface and thus create a full quad mesh.
It indeed does add complexity to the model, but it's a quick way to generate quad only topology and thus bypass some mesh loader limitation that doesn't handle ngones.

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 From:  Michael Gibson
11590.17 In reply to 11590.15 
Hi Pilou,

re:
> I obtain the same result than Catmull Clark if I import the OBJ at level 0 so straight lines!
> It's Moi that makes the subdivision (same result than Catmull Clark! :)

Right, that's how you want to do it.

The other result you're showing like this:


is because you're converting into smaller triangles and then trying to process that triangulated mesh as a sub-d control cage. That will make an extremely dense surface and also introduce a lot of bumpy artifacts so it's not a productive option.

- Michael
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 From:  Frenchy Pilou (PILOU)
11590.18 In reply to 11590.17 
Yes...was to see what it would be like the result of take a subdivided objet...
so not useful except if you want have some base design for some cool graphic extrudes! ;)

Dezine




Vizcom

EDITED: 8 Nov 2024 by PILOU

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 From:  PaQ
11590.19 
Really dude stop posting 40 AI images in every thread you take part off, we get you excitement, but this is just stupid now ... as annoying as vegan activist !
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 From:  Frenchy Pilou (PILOU)
11590.20 
Why not use new paradigms ?
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