Need Advice to make network more smooth  1-20  21-24

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 From:  Anis
2264.1 
Hi All...

Give me advice to make this better :


3dm attached....
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 From:  Anis
2264.2 In reply to 2264.1 
and the fact is sweep combine with blend is always better :



I think we need more and more curves to make network smooth. Dont forget, the end result usually not tangent.
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 From:  Brian (BWTR)
2264.3 In reply to 2264.1 
Annis
Based on your first post I can not see any problems?

Brian

EDITED: 31 Dec 2008 by BWTR

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 From:  Anis
2264.4 In reply to 2264.2 
zebra :
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 From:  Anis
2264.5 In reply to 2264.4 
Hi Brian,

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 From:  Michael Gibson
2264.6 In reply to 2264.1 
Hi Anis - if you shape is very symmetrical you may get a better result using Sweep than Network sometimes.

Network has to go through a refitting process to match a kind of synchronized set of curves through the given network. It can sometimes happen that the refitting can introduce small ripples in the final Network. It's unfortunately a tough problem to solve.

Sweep tends to be less prone to that.

I've attached a result here using Sweep instead:



Also some other things that you can do to try and smooth things out is to combine adjacent segments in a curve into single segments - that is done by turning on control points and selecting the point where 2 segments touch and deleting it. I did that in this case, and also I adjusted some points slightly.

In your original shape, note these 2 points here:



That is kind of a not very even distribution and that kind of subtle bunching can contribute to making very slight bumps or waves in the final output.

I adjusted those just very slightly up:



Those combined with using a sweep produced the result that I include here.

You may need to do this kind of subtle and slight point manipulation to help get smoother results, it can take some practice to get a good feel for how to fair points, but basically when you are drawing the curve be on the lookout for uneven type spacing. The points don't necessarily all have to be completely evenly spaced through the whole thing, but uneven spacing right near an area where the curve is changing shape, like where it is starting to bend in this case, that is something to be more focused on.

- Michael

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 From:  Michael Gibson
2264.7 In reply to 2264.2 
Hi Anis,

> I think we need more and more curves to make network smooth.

Actually unless your new curves are very precisely placed, adding more and more curves tends to increase ripples and buckling, not decrease it.

To get smoother results, you should actually generally try to reduce the number of curves that you're using rather than increase it.

You may be forced to increase it if you want to more explicitly control where the surface is passing through, but more constraints tends to mean more rippling, both for network and interpolation in general.

Using the minimal amount of curves that are required usually helps get smoother things. Try to make adjustments to those curves to increase their quality which will help more than adding things often.

- Michael
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 From:  Brian (BWTR)
2264.8 In reply to 2264.7 
Anis

For what it's worth

Brian

EDITED: 31 Dec 2008 by BWTR

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 From:  Anis
2264.9 In reply to 2264.7 
> Using the minimal amount of curves that are required usually helps get smoother things.
> Try to make adjustments to those curves to increase their quality which will help more than adding things often.

Thanks Sir, below is the progress :

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 From:  Anis
2264.10 In reply to 2264.9 
The next problem is ( see images below ), because blend in moi not support multi edge. I have look another method.
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 From:  Michael Gibson
2264.11 In reply to 2264.10 
Hi Anis - trying to make smooth multi-branching surfaces like that is really a better task for a sub-d type workflow, I would recommend Rhino with the T-splines plug-in if you want to get a very smooth zebra result on a multi-branching structure like that.

- Michael
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 From:  Anis
2264.12 In reply to 2264.11 
Hi Michael....

No, I dont want to buy or use rhino or t-spline. I have rhino trial version just to analyze zebra. I like to use moi and I can accept the end result. Below is the image :
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 From:  Michael Gibson
2264.13 In reply to 2264.12 
Hi Anis - that's fine, and your result actually looks pretty good!

But I just want to make sure that you know that MoI's current toolset is probably not really the best tool for that particular kind of job.

Sometimes certain kinds of models can be produced more easily or more accurately with a toolset that is designed more specifically for that kind of modeling.

You can generally make a result in MoI anyway, but if you are very specifically interested in things like getting a perfect Zebra reflection stripe result, that will probably be difficult to achieve in this case.

- Michael
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 From:  Anis
2264.14 In reply to 2264.13 
And the 90 % final result :

problem with fillet here, any tips ? yes, I can use blend. But I need some advice to make fillet work. I have tried edge and surface to surface fillet with no good result.

EDITED: 19 Jun 2010 by ANIS

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 From:  Michael Gibson
2264.15 In reply to 2264.14 
Hi Anis, I was able to complete the fillet using surface/surface filleting:



The filleted portion is attached as fillet_completed.3dm - that is just these few surrounding surfaces, you can join it into your full model by deleting those in the original then doing a File/Import and then a join.

One of the surface/surface fillets would not generate, I'm not sure what was wrong there I'll see if I can take a quick look. But since this part is symmetrical it is only necessary to generate the fillets on one half and then mirror them over to make the full fillet - that's what I did to complete it.

Also after each surface/surface fillet, I copied the resulting fillet using Ctrl+C and then undid the messed-up trim, then pasted the fillet back in. Then I only did the trimming once I had all the fillet surfaces in place.

I probably should make an option for turning off trimming when doing surface/surface filleting.

- Michael

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 From:  DannyT (DANTAS)
2264.16 In reply to 2264.14 
Hi Anis,

This is funny how you came across this problem because it's related to your other post about seam edges, here's a small tip that I found works for me, MoI's fillets aren't as refined as some other packages, I think it's a female command it's a bit fussy ;) so what I found was, when there are a number of seams in line try and get one of the seams 90deg around then the fillet should work, failing that go with Michaels method.

BTW I wouldn't have pick this one up if the seams weren't showing ;)



Cheers
~Danny~
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 From:  Michael Gibson
2264.17 In reply to 2264.15 
> One of the surface/surface fillets would not generate,
> I'm not sure what was wrong there I'll see if I can
> take a quick look.

This turned out to be a problem with clicking too close to where the 2 surfaces touch when doing surface/surface filleting.

The pick points have an effect in surface/surface filleting - they are used to choose which way to offset the surfaces. For example if you have 2 planes that cross each in an X type shape then there are 4 possible fillets between them and the pick points determine which one of those to generate.

But if the surfaces are curved and you pick right near their common edge, it can get confused about the directions. But if you pick a little distance away from the common edge for surface/surface filleting, then it is generated ok in this case on all 4 areas.

Maybe in the future I can fix this up so that surfaces that share a common edge will take that into account and do a better job of this. But basically if you pick just a little bit to the outside of where the actual fillet will be going it will work now.

- Michael
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 From:  Anis
2264.18 In reply to 2264.17 
Hi Michael....

I have tried to pick a little bit outside the fillet area, but cant figure it out. Maybe you can give me step by step instruction ? Attached is the original model before trim and fillet.

Hi Danny,

Your tips so powerful. Previously I though that the seam edge is ok, because its collinier with the "half body line".
Would you like to explain about this seam edge behaviour Michael....

Thanks
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 From:  Michael Gibson
2264.19 In reply to 2264.18 
Hi Anis - the main thing is that you need to use Edit/Separate to break the model into individual surfaces first, before you can perform surface/surface style filleting.

Otherwise if you select faces that are part of a larger joined object, it will try to do edge filleting of the edges that belong to those faces instead of surface/surface filleting.

- Michael
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 From:  Anis
2264.20 In reply to 2264.19 
Hi Michael....

EDITED: 19 Jun 2010 by ANIS

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