Exportations
 1-16  17-24

Previous
Next
 From:  Frenchy Pilou (PILOU)
141.17 In reply to 141.15 

@Schbeurd
Seems very curious all works fine for me for the mini "few" or the "max" numbers of polygones !
As show some pos above http://moi3d.com/forum/index.php?webtag=MOI&msg=141.10

  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
141.18 In reply to 141.15 
> Also, on my other computer I noticed that OBJ export is some kind of
> "all or nothing". If the slider is put to the left, I've a low poly version.
> Then if I drag to the right I've a high poly version but no gradation
> between the two. The file size and the number of polygons is the same
> when I export an object with the slider at the middle of the bar or if the
> slider is at the extreme right.

Yeah, the problem here is the way that meshing works - the basic approach is that a smooth surface is continually subdivided into two pieces (repetitively) until each piece matches some kind of tolerance.

So things come in kind of "chunks" - once a surface is split, the new smaller pieces will often times be within a much tighter tolerance so they won't subdivide again until the tolerance is reduced by quite a bit more.

Eventually I should be able to improve this by doing some initial forced subdivision of the surface into more than just 2 pieces at a step, but this may take a while.

- 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:  Michael Gibson
141.19 In reply to 141.17 
>@Schbeurd
>Seems very curious all works fine for me for the mini "few" or the "max" numbers of polygones !
>As show some pos above http://moi3d.com/forum/index.php?webtag=MOI&msg=141.10

I think that what he's talking about is that if you move the slider by a small amount, you don't really get a very gradual change in the number of polygons. It will work more like you move the slider by a little bit and nothing changes, and then you move a little more and suddenly things double in some spots...

But there should still be a lot of difference between large different positions of the slider most of the time, as you show.

- 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:  jimmyrig (JIM_MYRIG)
141.20 In reply to 141.19 
I just have to jump in here and say that nendo exports ngons to obj just fine.

#
# Exported from Nendo v1.1
#
mtllib ngon.mtl
g dodecahedron0
usemtl dodecahedron0_material
# vertex list
v 17.265 0 6.18
v 10 10 10
v 0 6.18 17.265
v 0 -6.18 17.265
v 10 -10 10
v -10 -10 10
v -6.18 -17.265 0
v 6.18 -17.265 0
v 10 -10 -10
v 17.265 0 -6.18
v 10 10 -10
v 6.18 17.265 0
v -6.18 17.265 0
v -10 10 10
v -17.265 0 6.18
v -17.265 0 -6.18
v -10 -10 -10
v 0 -6.18 -17.265
v 0 6.18 -17.265
v -10 10 -10
# vertex normals
vn 0.572321 -0.601118 0.557769
vn -0.0503684 -0.361915 0.930849
vn -0.0503684 0.361915 0.930849
vn 0.572321 0.601118 0.557769
vn 0.957119 2.34636e-008 0.289695
vn 0.289695 0.957119 0
vn 0.557769 0.572321 -0.601118
vn 0.930849 -0.0503684 -0.361915
vn 0.930849 -0.0503684 0.361915
vn 0.557769 0.572321 0.601118
vn 0.930849 0.0503684 -0.361915
vn 0.557769 -0.572321 -0.601118
vn 0.289695 -0.957119 0
vn 0.557769 -0.572321 0.601118
vn 0.930849 0.0503684 0.361915
vn 0.361915 -0.930849 -0.0503684
vn -0.361915 -0.930849 -0.0503684
vn -0.601118 -0.557769 0.572321
vn -2.34636e-008 -0.289695 0.957119
vn 0.601118 -0.557769 0.572321
vn -0.572321 -0.601118 0.557769
vn -0.957119 -2.34636e-008 0.289695
vn -0.572321 0.601118 0.557769
vn 0.0503684 0.361915 0.930849
vn 0.0503684 -0.361915 0.930849
vn -0.601118 0.557769 0.572321
vn -0.361915 0.930849 -0.0503684
vn 0.361915 0.930849 -0.0503684
vn 0.601117 0.557769 0.572321
vn -2.93295e-008 0.289695 0.957119
vn -0.361915 0.930849 0.0503684
vn -0.601118 0.557769 -0.572321
vn -2.34636e-008 0.289695 -0.957119
vn 0.601118 0.557769 -0.572321
vn 0.361915 0.930849 0.0503684
vn -0.557769 0.572321 0.601118
vn -0.930849 -0.0503684 0.361915
vn -0.930849 -0.0503684 -0.361915
vn -0.557769 0.572321 -0.601117
vn -0.289695 0.957119 0
vn -0.557769 -0.572321 0.601117
vn -0.289695 -0.957119 0
vn -0.557769 -0.572321 -0.601118
vn -0.930849 0.0503684 -0.361915
vn -0.930849 0.0503684 0.361915
vn -0.601118 -0.557769 -0.572321
vn -0.361915 -0.930849 0.0503684
vn 0.361915 -0.930849 0.0503684
vn 0.601118 -0.557769 -0.572321
vn -2.93295e-008 -0.289695 -0.957119
vn -0.0503684 0.361915 -0.930849
vn -0.0503684 -0.361915 -0.930849
vn 0.572321 -0.601118 -0.557769
vn 0.957119 2.93295e-008 -0.289695
vn 0.572321 0.601118 -0.557769
vn -0.957119 -2.93295e-008 -0.289695
vn -0.572321 -0.601118 -0.557769
vn 0.0503684 -0.361915 -0.930849
vn 0.0503684 0.361915 -0.930849
vn -0.572321 0.601118 -0.557769
f 1//5 2//4 3//3 4//2 5//1
f 2//10 1//9 10//8 11//7 12//6
f 1//15 5//14 8//13 9//12 10//11
f 5//20 4//19 6//18 7//17 8//16
f 4//25 3//24 14//23 15//22 6//21
f 3//30 2//29 12//28 13//27 14//26
f 12//35 11//34 19//33 20//32 13//31
f 13//40 20//39 16//38 15//37 14//36
f 15//45 16//44 17//43 7//42 6//41
f 18//50 9//49 8//48 7//47 17//46
f 11//55 10//54 9//53 18//52 19//51
f 20//60 19//59 18//58 17//57 16//56


copy that to a txt file,rename it to obj and look at it.Its a dodecahedron. Cheers
  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
141.21 In reply to 141.20 
> I just have to jump in here and say that nendo exports ngons to obj just fine.

The original request in this thread is not just about ngons, it's about ngons with interior holes.

The "with interior holes" is the key thing there that I don't believe is possible with .obj format.

- 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:  skello (ISAAC)
141.22 In reply to 141.20 

I have also hab some problems with the obj exporter. I agree that the only way to get a decent usable .obj is if its quadrangulated. but only as a post process before the obj is written. I for one prefer to do the quadrangilation myself as xsi does the best automated quadrangulation i've seen.
So an option in the export process to keep as is or quadrangulate will be great. ...after all your object gets triangulated at rendertime anyway.

An obj file will suppport ngons with holes in it as long as thee are two edges or a quad holding the hole

one thing i've noticed is that fillets with very small radii are not converted acurately. maybe something to do with tolerance being too high for the tesselation process?

EDITED: 29 Sep 2006 by ISAAC

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
141.23 In reply to 141.13 
The slider bug is fixed for the next beta. I'll probably try to release the next beta pretty soon (maybe a few days) with mostly bug fixes in it.

- 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
141.24 In reply to 141.22 
> one thing i've noticed is that fillets with very small radii are not converted acurately.
> maybe something to do with tolerance being too high for the tesselation process?

HI skello, can you please post an example .3dm model that has this problem? It would help me to investigate it.

- 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:  1-16  17-24