How to get rid of all filleting issues if you don't need a REAL fillet
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 From:  Finema
8512.41 
Thanks PaQ.I'll test it.
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 From:  mkdm
8512.42 In reply to 8512.39 
Hi PaQ.

Thanks for the stuff!

ASAP I'm going make a test with some simple objects exported from Moi.
And I will repeat the same test with the 3D-Coat method in order to make a comparison
I will check these things : 1) Polycount, 2) Quality of results 3) Size of resulting Obj (in MB) 4) Degree of difficulty of UVmapping the resulting obj

If I need help I will ask you, because it's the very first time I put my hands on this (for me) unknown "beast", Houdini :)

Bye.

Marco (mkdm)
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 From:  amur (STEFAN)
8512.43 
Hi Marco,

i did also today a couple of more tests with your "nonsense" test model and like PaQ
pointed out you can reduce the poly count pretty well with the adaptive settings.

It's really nice that PaQ presented his technique to us!

I also run then the final mesh again through ZRemesher and could reduce the
poly count more, while also subdividing after that and got a fantastic result, with
the flow of the quad polygons.

So, yes thanks again PaQ for outlining your great technique!



Regards
Stefan
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 From:  Frenchy Pilou (PILOU)
8512.44 In reply to 8512.43 
<< I also run then the final mesh again through ZRemesher and could reduce the
poly count more, while also subdividing after that and got a fantastic result, with
the flow of the quad polygons.

When you say final mesh - it's the final OBJ mesh from Moi or other mesh ?


<< In this learning journey, the apprentice edition is the way to go (and yes you can export .obj without any restriction as far as I know).
It's the most addictive software I ever used (it's more like a game than anything else for me :))
I will say an adventure game! :)
I love run a program without read the manual!
I will dowload it (surely a madness folly - I can't resist to the word "addictive" )
and see if I arrive to make a cube that I can't made when dowloaded the first time Blender! =:D

EDITED: 21 Jul 2017 by PILOU

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 From:  PaQ
8512.45 
You are welcome guys !

I need to investigate a little bit more this weekend about this, but as a proof of concept, here's a fist auto edge erosion prototype.

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 From:  Frenchy Pilou (PILOU)
8512.46 In reply to 8512.45 
Alas for me : Hum hum : impossible to install it ! (Houdini Apprentice) Seems the Windows download has something wrong! NSIS error!
I will try again with a new version!
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 From:  amur (STEFAN)
8512.47 
Hi Pilou,

then final mesh was .obj from Houdini.

@PaQ: Now that is pretty cool. Possibilities with Houdini seems endless. :-)

Regards
Stefan
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 From:  Frenchy Pilou (PILOU)
8512.48 In reply to 8512.47 
With ZBrush an alternative maybe can be this (but sure that is not a "render" method !)
Export Only triangle Triangle from Moi (& Disable Weld along edges)
In ZBrush
- Polygroups /Autogroups
- Geometry / Modify Topology / WeldPoints

Then ZRemesh with KeepGroups actived (not smooth)

Minutes 39.08 to 50.10

EDITED: 22 Jul 2017 by PILOU

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Message 8512.49 deleted 22 Jul 2017 by STEFAN

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 From:  Frenchy Pilou (PILOU)
8512.50 
In fact fact seems there is in ZBrush a very easy method! :)
enable Render / Properties/ Smooth Normals (so nothing to do! Except some subdivisions if you want...but not obliged)
and you have even possibility of an slider ehancement factor 1 to 5

Model by Mdkm directly from export Moi.OBJ
Factor minimum 1


Factor maximum 5

EDITED: 23 Jul 2017 by PILOU

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 From:  PaQ
8512.51 In reply to 8512.50 
Edge Erosion V2

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 From:  Frenchy Pilou (PILOU)
8512.52 In reply to 8512.51 
Obsolescence programmée! :)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  amur (STEFAN)
8512.53 
Looking great PaQ!

Regards
Stefan
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 From:  mkdm
8512.54 In reply to 8512.51 
Hi PaQ.

Wonderful setup and scene!

Unfortunately I haven't had free time to explore Houdini with your "round edge" example setup.
I hope soon to make a personal test.

As I said, above all I'm interested in testing what will be the degree of difficulty in UVing the resulting obj file.
So I'm looking for a solution to achieve the best compromise between polycount, edge loops and quality of round edges.

I will let you know.
If I will need some extra tips to achieve these goals using Houdini, for sure I will ask your help :)

See you.

- Marco (mkdm)
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 From:  PaQ
8512.55 


Hello,

A bit off topic, but while working on my edge erosion prototype, I manage to find a way to extract those nice surface curves from MoI model.
The cool thing is that you can then render them in any software (here it's Modo801), as they are just a poly mesh.

(I might put together a small tutorial about this, depending of the interest).
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 From:  amur (STEFAN)
8512.56 
Hi PaQ,

looking very nice. Please let us know. I did in the past extracted edges by copy and paste
and then saved as polyline in .dxf format. But this worked then only in my DCC app
in wireframe rendering mode :-(.

Regards
Stefan
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 From:  mkdm
8512.57 In reply to 8512.55 
Hi PaQ.

Thanks a lot for this very interesting off-topic.

But...@You : "..as they are just a poly mesh...."

What do you mean ?

I know that if I extract nurbs edges in Moi I get just....curves. Not mesh.

What am I missing ?

Thanks.

Marco (mkdm)

EDITED: 24 Jul 2017 by MKDM

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 From:  amur (STEFAN)
8512.58 
An interesting read for a new Bevel Shader.

https://developer.blender.org/D2803

Regards
Stefan
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