Polygonal Converter.
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 From:  BurrMan
6674.61 In reply to 6674.60 
Michael,
Could the "extraordinary vertices" be easily identified beforehand? This tool, even if there were parts that had to be "left out", would be very cool. Then using other tools to handle the extraordinary part...
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 From:  Michael Gibson
6674.62 In reply to 6674.61 
Hi Burr, yeah the extraordinary vertices are pretty easy to identify, they're just vertices where there is some other number than 4 edges coming off of the vertex, see here:
http://www.multires.caltech.edu/teaching/courses/subdivision/intro/sld012.htm

- Michael
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 From:  Max Smirnov (SMIRNOV)
6674.63 
This is early beta version of my subdiv script. I'll add more features later. High precision mode (for extra smoothing around an extraordinary vertices), per edge sharpness, and more. Script supports 3- 4- and 5-sided polygons.
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 From:  bemfarmer
6674.64 In reply to 6674.63 
Hi Max, Which scheme are you using?

http://www.holmes3d.net/graphics/subdivision/

Is it going from Nurbs to Nurbs or ?

- Brian
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 From:  Max Smirnov (SMIRNOV)
6674.65 In reply to 6674.64 
Hi Brian, I using this one

Fast Parallel Construction of Smooth Surfaces from Meshes with Tri/Quad/Pent Facets
A. Myles and T. Ni and J. Peters
https://www.cise.ufl.edu/research/SurfLab/papers/08poly.pdf

It can use any solid object with flat faces, which can be created in MoI, or imported using my importobj script.

P.S. Also you can read this document: Smooth Surfaces from 4-sided Facets
T. L. Ni, Y. Yeo, A. Myles, V. Goel and J. Peters.

EDITED: 30 Sep 2014 by SMIRNOV

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 From:  BurrMan
6674.66 In reply to 6674.65 
Wow Max..... Wow.

Your importobj script? Did I miss that one or is it part of this project?
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 From:  DannyT (DANTAS)
6674.67 In reply to 6674.63 
I second that Wow!

-
~Danny~
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 From:  Max Smirnov (SMIRNOV)
6674.68 In reply to 6674.66 
Ops.. I forget to share it here :)
Yes, I wrote it as a part of this project, but it can be used separately.

EDITED: 7 Mar 2022 by SMIRNOV

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 From:  Michael Gibson
6674.69 In reply to 6674.68 
Really cool stuff Max!

- Michael
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 From:  Max Smirnov (SMIRNOV)
6674.70 In reply to 6674.69 
Thank you Michael.
I still having an issues with extraordinary vertices because I didn't finished with Pm-Patches yet. I hope it will be really cool but a little bit later :)
I plan to release a stable beta at weekend.
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 From:  Frenchy Pilou (PILOU)
6674.71 
Sorry where is the Subdiv command ?
It's the one you want release this weekend ?
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 From:  Max Smirnov (SMIRNOV)
6674.72 In reply to 6674.71 
At this moment subdiv script is not ready for public release. Wait a few days. :)
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 From:  Frenchy Pilou (PILOU)
6674.73 In reply to 6674.72 
Ok Cool! Thx for the info!
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 From:  amur (STEFAN)
6674.74 
Really amazing Max!

Best regards
Stefan
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 From:  PaQ
6674.75 In reply to 6674.74 
Hi Max,

Hope their will be a little 'donate' button somewhere so we can buy you a drink or something :)
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 From:  bemfarmer
6674.76 
Hi Max:

For the 2008 paper, ....Tri/Quad/Pent Facets, there is source code and a movie here:
http://www.cise.ufl.edu/research/SurfLab/pubs.shtml

There is an errata file with corrections for page 5 and 6 here:
http://www.cise.ufl.edu/research/SurfLab/papers_html/myles08fast_errata.txt

- Brian

There is a 2009 paper as well.
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 From:  Ronamodeler (RON_A)
6674.77 In reply to 6674.75 
(Hope their will be a little 'donate' button somewhere so we can buy you a drink or something :) )


I'll second that! Very cool, Max.
Ron
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 From:  Mauro (M-DYNAMICS)
6674.78 
Agree with Paq !
Thanks Max!!

M
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 From:  Marc (TELLIER)
6674.79 
Amazing !
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 From:  Metin Seven (SEVENSHEAVEN)
6674.80 
Wow. Really great stuff, Max! This looks like the ideal bridge between poly and NURBS modeling.

I'm wondering: how clean are the smooth surfaces that are generated, in terms of surface points amount when separated? It would be fantastic if the smoothed version of a model remains adjustable after the smoothing.

Also, models converted with T-Splines in Rhino have trouble managing vertex points with 5 edges (so-called star points), resulting in a visible surface continuity artifact where quad polygons meet at a star point. How does your script manage those?

Can't wait to have a go at this!

Thanks!

Metin
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