Moi --> Simlab composer  1-20  21

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 From:  Frenchy Pilou (PILOU)
5827.1 
What formats are used from Moi to Sim LAB Composer ? ( Moi 3DM is effective ? )

If 3DM is effective what are your regulates ?

Seems Iges and 3Dm don't worK
SAT works fine!
Step works but don't give the same color!

EDITED: 15 Apr 2013 by PILOU

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 From:  futagoza (STEFAN)
5827.2 In reply to 5827.1 
Hi Pilou,

IGES works fine here under OSX, but will all file formats NURBS spheres don't get imported in my old copy of SimLab Composer pdf Edition.

3dm works fine from Rhino OSX beta when saved as polygon meshes.

Regards
Stefan
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 From:  danperk (SBEECH)
5827.3 In reply to 5827.2 
Hi Pilou,

I use OBJ or FBX formats as you have better control over meshing from MoI
using Quads & Trangles. Simlab can only adjust overall (global) mesh density on import.

Direct import into PDF with Acrobat can retain NURBS for a PDf but only supports
colors (or styles), not textures.
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 From:  Raoul
5827.4 
Hi Pilou,

I also use OBJ (quad & triangles).

Kind regards,

Raoul
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 From:  Michael Gibson
5827.5 In reply to 5827.1 
Hi Pilou, for SimLab Composer I'd recommend using OBJ format and also switch the option to "Export : Quads & Triangles" instead of n-gons.

I think they only read the display mesh data out of a 3DM file rather than processing the actual NURBS surfaces in them, so their 3DM import only works on Rhino saved 3DM files and also only then if you have shaded the file inside of Rhino first so that it will generate it's display mesh data that then gets additionally stored in the 3DM file.

- Michael
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 From:  Frenchy Pilou (PILOU)
5827.6 In reply to 5827.5 
About the format Sat who works fine directly : does this format convert the nurbs or it's directly nurbs in Simlab composer ?
---
Pilou
Is beautiful that please without concept!
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 From:  Michael Gibson
5827.7 In reply to 5827.6 
Hi Pilou - SAT is a NURBS format, when you save an SAT out from MoI the SAT file will contain NURBS data, when Simlab reads it in, it will read the NURBS data and then it will convert it to polygons during that import process.

The reason why you would want to use OBJ format instead is that then you would be generating the polygons out from MoI and be able to use MoI's controls for adjusting it.

- Michael
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 From:  Frenchy Pilou (PILOU)
5827.8 In reply to 5827.7 
Ok! Thx! That is more clear now! :)
---
Pilou
Is beautiful that please without concept!
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 From:  stevecim
5827.9 In reply to 5827.8 
I use obj has well, found that I would end up with funny surfaces on some of my model, where a round surface was created with revolve when using SAT.
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 From:  Michael Gibson
5827.10 In reply to 5827.9 
Hi steve, did you set the option for "Triangles only" when you made your OBJ file, or did you have it set at "Export: N-gons" still?

I don't think Maxwell likes to handle n-gons, if you did not export as triangles that could have been what caused your previous problem.

- Michael
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 From:  DannyT (DANTAS)
5827.11 In reply to 5827.10 
Michael you're getting your posts confused, this is Simlab, Maxwell is next door ;)

-
~Danny~
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 From:  Michael Gibson
5827.12 In reply to 5827.11 
Hi Danny - ooops, I was getting things crossed! But actually it still kind of applies - probably Simlab does not like to handle complex n-gons either so you would still probably want to switch from "Export : N-gons" to "Export : Quads & Triangles" for exporting out to Simlab.

Several rendering programs are just not accustomed to processing complex n-gons, MoI is pretty much the only program out there that can generate them in large quantities so it's sometimes not a very well tested area in the receiving program.

- Michael
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 From:  DannyT (DANTAS)
5827.13 In reply to 5827.12 
That's correct Michael, Quads & Triangles for Simlab. It seems only CD4 handles N-gons do you or anyone else know of other renderers/poly modellers that handle N-gons?

-
~Danny~
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 From:  Frenchy Pilou (PILOU)
5827.14 In reply to 5827.13 
Seems Modo handles N gons and now Blender ;)

EDITED: 18 Apr 2013 by PILOU

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 From:  Michael Gibson
5827.15 In reply to 5827.13 
Hi Danny, Modo and LightWave handle n-gons pretty well too, and 3DS Max does as long as you use FBX format.

A lot of the programs that are focused more directly on rendering only and not on poly modeling + rendering don't seem to handle them though.

- Michael
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 From:  DannyT (DANTAS)
5827.16 In reply to 5827.15 
Hi Michael,

I guess there's no need for rendering programs to handle N-gons maybe more suited for manipulating in the poly modellers.

-
~Danny~
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 From:  Michael Gibson
5827.17 In reply to 5827.16 
Hi Danny, yeah I think that's true. The poly modelers will do more things in wireframe display mode and do more kinds of polygon level processing like uv mapping which can benefit more from more organization to the polygon structure.

- Michael
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 From:  futagoza (STEFAN)
5827.18 In reply to 5827.17 
>I guess there's no need for rendering programs to handle N-gons maybe more suited for manipulating in the poly >modellers.

Hi Danny,

sure there is, for example if you like to render Voronoi meshes...

http://i.minus.com/ibrZbYPGBZn1wE.jpg

(rendered in Shade)

Regards
Stefan
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 From:  DannyT (DANTAS)
5827.19 In reply to 5827.18 
Hi Stefan,

That's cool, however couldn't you just map that to your quad and triangle mesh ?

Cheers
~Danny~
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 From:  futagoza (STEFAN)
5827.20 In reply to 5827.19 
Hi Danny,

well, in my case i can not. I know there are 3D programs out there which for example have procedural Voronoi Shaders, which could be applied to a mesh. In the picture however i used Centroidal Voronoi Tessellation with a Density Field applied, so that you have more uniform Voronoi cells and smaller cells in denser areas, which regular 3D programs AFAIK can't create.

Best regards
Stefan
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