How to get rid of all filleting issues if you don't need a REAL fillet
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 From:  Frenchy Pilou (PILOU)
8512.52 In reply to 8512.51 
Obsolescence programmée! :)
---
Pilou
Is beautiful that please without concept!
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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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