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 From:  TpwUK
5036.1 
Is there a secret to this in MOI, I have done a 1980's radial tyre and was looking for a way to get the text on the tyre wall. I cant find it in v2 or v3 so i guess i am either missing something silly or it's not implemented yet

Martin Spencer-Ford
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 From:  stevecim
5036.2 In reply to 5036.1 
if you have version 3, "flow" could be your answer, have a look at this post, http://moi3d.com/forum/index.php?webtag=MOI&msg=4885.3, helped me :)
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 From:  DannyT (DANTAS)
5036.3 In reply to 5036.1 
~Danny~
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 From:  TpwUK
5036.4 
Sorry for not replying sooner but I don't get much time modelling things these days, I can get the flow to work but not how i want it. But at least i have managed to get the model back to where it was before i trued different ways to get flow to work, so will have another go when i get some time going spare... Here's where i am at the moment




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 From:  Michael Gibson
5036.5 In reply to 5036.4 
Hi TpwUK, if you need more help with Flow, if you could post the 3DM model file with the stuff in it that you are currently trying to flow and describe a bit about how it is not working right, that would make it a lot easier to help you. It's really hard to figure out what might be going wrong just with such a general description.

- Michael
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 From:  TpwUK
5036.6 In reply to 5036.5 
Thanks Michael for the offer of help, Just a manufacturer name on the tire wall and other such things as speed rating dimensions and all that blurb. The resulting mesh from Moi is plenty adequate to just apply a displacement map but, you know what modellers are like, always wanting to push things to see how far it can go. But must say I am enjoying playing with Moi v3 beta. I think where the problem might be coming from is the tyre solid, it was made from a cross section and then revolved exploding the solid into surfaces don't help either. I have even tried trimming sections of the wall where i wanted text, but that gave even stranger results that looked as if the text had been revolved around a control point or something. At other times the text appears upside down and there are times where it is stretched and distorted.

Have fun with it

Martin Spencer-Ford

EDITED: 26 Jun 2015 by TPWUK

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 From:  BurrMan
5036.7 In reply to 5036.6 
Hey Martin,
Here's one that flows ok.. Notice I moved the orientation of the text and flow-from surface to be flat on the ground instead of vertical.. I think this makes it easier to get things oriented and the flow used to have an issue with the vertical setup... You can fool around with this setup and rotate/move the "from plane" and text to move the flow around.

EDITED: 19 Jun 2012 by BURRMAN

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 From:  TpwUK
5036.8 In reply to 5036.7 
LOL as simple as that huh BurrMan, That'll teach me to apply logic, my thinking was that they would need to be merged from the same view to help with normals orientation... Never trust a garden designer to design a tyre :¬)

Many Thanks

Martin Spencer-Ford
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 From:  BurrMan
5036.9 In reply to 5036.8 
Hi Martin,
Well, thats not something that would/should be obvious! I think Michael plans on tuning this up to not have to be in that flat plane direction to work. It was just a limitation of the first, original implementation of the new flow command... Should get better in the next couple releases as these types of things arise...

(The normals are read from the surfaces, not the viewport. A better way to understand it)

Good luck.
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 From:  Michael Gibson
5036.10 In reply to 5036.9 
Hi Martin & Burr - so with a surface-to-surface flow the particular orientation of the objects does not really matter (whether they're on the world "Front" plane or on the world "Top" plane or whatever) - the one that you're thinking of Burr was a problem in the first v3 beta with curve-to-curve flow (curve backbone to a different curve backbone rather than surface backbone to surface backbone), but that should be fixed now.

However, with surface-to-surface flow the spot that you click on each surface is significant, so you will get weird results if you do not pay close attention to making sure you click on corresponding parts of the base surface and the target surface - it will rotate your shape to match to the spots that you click on and if you don't click carefully you can introduce improper rotation.

Check out here for a description on the pick areas:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4795.10
http://moi3d.com/forum/index.php?webtag=MOI&msg=4442.24

This should get better when there is a proper help entry for Flow.

- Michael
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 From:  BurrMan
5036.11 In reply to 5036.10 
OIC. I suppose my rearranging the position of the surfaces thinking of the old issue, just caused a natural "selection point" on the surfaces that worked. I do understand the placement of the pick in relation to the surfaces, which I thought was a very powerful addition! Thanks for clarifying.
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 From:  TpwUK
5036.12 
Thanks for the help guys - It's done and dusted for this part of testing. Next time round i will try and go higher with the detailing, fillet the tread and side-wall onjects, but or now this is good. Next I suppose i should try and see what Blender and cycles can do with it.

TpwUK







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 From:  Michael Gibson
5036.13 In reply to 5036.12 
Hi TpwUK, wow it looks really great!

- Michael
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 From:  Frenchy Pilou (PILOU)
5036.14 
Bravo!
Cool result of this "Made in France" ;)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  TpwUK
5036.15 
Evidence of efficiency with MOI - Over 300 objects in the tyre model being joined up as a boolean solid, the cpu and the ram are not over stressed despite the slow process of calculating ..

TpwUK


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 From:  DannyT (DANTAS)
5036.16 In reply to 5036.15 
Actually Martin, MoI only makes use of all cores during meshing when exporting one of the poly formats, all other calculations use only one core, the task manager is showing it's using 25% of your total processing power, you have four cores so really one core is at 100%.

~Danny~
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 From:  TpwUK
5036.17 In reply to 5036.16 
Ewww - Yugh several expletives and all that other stuff. That's gonna be a bummer with the Bulldozer chips then it has 2 mins left to complete this task before i hit cancel button - Very nearly an hour and it's still calculating.

TpwUK
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 From:  Michael Gibson
5036.18 In reply to 5036.17 
Hi TpwUK, if you're going to be producing a rendering as the final output, you don't really need to actually boolean union all the little bits together into a single solid, it's ok for rendering purposes to have them as separate solids that just happen to be sticking through each other.

- Michael
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 From:  TpwUK
5036.19 
I have gotten up to all kinds of tricks with rendering in order to save computing time and to speed things up Michael, and i still do. This was just to try the stability of version 3 beta, it was stable, but i quit the boolean process after 1hr and 20 mins on a quad core @ 3.2Ghz and 8gb. Any chancr you can tweak the code to be multi-threaded when needed. All the best and thanks for producing a wonderfully intuitive app!

Martin
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 From:  Michael Gibson
5036.20 In reply to 5036.19 
Hi Martin, I do want to add more multi-threading to MoI in the future but it's a very complex task to manage multiple threads well, and it tends to be easier to implement for things where the stuff that is being calculated is totally separate from each other.

When you are doing a boolean you are often combining things into a single object, and so that aspect involving combination is pretty much the opposite of isolated calculation.

There are probably some aspects that could be calculated in isolation from each other, but just in general it is quite difficult to restructure existing code to be multi-threading friendly, and multithreaded code is notorious for being easy to create all sorts of timing related synchronization bugs, so it has to be approached very carefully, it's not something that you just slap together quickly.

I do want to add it to some particular targeted areas, and in version 2 I did do that for the polygon mesh export, but it's a difficult and time consuming process.

- Michael
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