Polygon to NURBS / solids conversion
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 From:  eddi
8552.6 In reply to 8552.1 
Hi and regrds to NL
Cheapest alternative at moment (but perhaps not best).
http://masterviacad.com/powerpackoverview/page34/index.html

Converts mesh to quads and then searches automatic for adequate patches, so not sub-d layout.

>> Are Max Smirnov's polygon import and subdivision plug-in commands maybe suitable for this ??
Not, Max's script works perfect on "Low-Poly"

>> It'd be great if the converted solid isn't a huge mess of tiny stitched NURBS surfaces.
Time consuming -> extract edges, rebuild and create big four sided layout.
http://moi3d.com/forum/index.php?webtag=MOI&msg=8548.4
-EDDI
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 From:  AlexPolo
8552.7 
Hi All,

I am using Zbrush with its Zremesher works very well along with adaptive quad size - I can control quad size in areas needing detail and get good clean tight conversions. I then use Max's import OBJ and SUBD script. I find with Zbrush I can paint in areas I want to keep the detail and get control over mirrored results which is also handy.
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 From:  Metin Seven (METINSEVEN)
8552.8 
Many thanks for your replies, Stefan, Chris, Eddi and Alex, much appreciated!

I'll check out all of your tips, and will experiment with Max's scripts first, because being able to keep working with MoI would be great.

Have a nice weekend!

— Metin

———————

metinseven.com — animation • illustration • visualization • 3D (print) design

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 From:  Metin Seven (METINSEVEN)
8552.9 In reply to 8552.6 
Hi Eddi,

Greetings back to you from NL. :)

I was wondering: I own ViaCAD 2D/3D V9. Is the Powerpack with the polygon to solid converter compatible with that version of ViaCAD? Or would I need ViaCAD Pro, or maybe upgrade to ViaCAD 2D/3D V10?

Thanks,

— Metin

———————

metinseven.com — animation • illustration • visualization • 3D (print) design

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 From:  amur (STEFAN)
8552.10 In reply to 8552.9 
Hi Metin,

i beta tested it a while ago (because i still have an old ViaCAD license)
and if i remember correctly you need ViaCAD Pro and PowerPack Pro,
in order to use those features.

I would simply contact their sales office and ask if there is an upgrade
path for your standard version.

Regards
Stefan
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 From:  Metin Seven (METINSEVEN)
8552.11 In reply to 8552.10 
Thanks Stefan. I just discovered the price of the Powerpack. It's about twice the price of MoI. I'm not convinced to buy it yet. :)

But… I just successfully converted a retopologized ZBrush mesh to a solid thanks to ImportObj and Subdiv. Brilliant work, Max, many thanks!

Any chance of continued Subdiv development, like triangle subdivision optimization? It would be fantastic if you could make a smoothly subdivided solid from a triangulated, decimated mesh, like the output of Zbrush Decimation Master or Blender's Decimate modifier.

A tip: if your mesh is fully symmetrical, import and subdivide half the mesh into MoI, then mirror and join to a solid. It will save quite some calculation time, and enable you to import larger meshes with more polygons.
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 From:  chrisd (CHRIS_DORDONI)
8552.12 In reply to 8552.11 
"Any chance of continued Subdiv development, like triangle subdivision optimization? It would be fantastic if you could make a smoothly subdivided solid from a triangulated, decimated mesh, like the output of Zbrush Decimation Master or Blender's Decimate modifier."

Have you tried Instant Meshes?
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 From:  Metin Seven (METINSEVEN)
8552.13 In reply to 8552.12 
Hi Chris,

Yep, I know Instant Meshes, but I prefer Zbrush's ZRemesher. My triangle subdivision request is related to the triangulated output of ZBrush's Decimation Master, which often keeps details better than if you retopologize, and with fewer polygons.

— Metin

———————

metinseven.com — animation • illustration • visualization • 3D (print) design

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 From:  keith1961
8552.14 In reply to 8552.13 
Hi
I didn't know and now its on my desktop. Thanks for the tip:) When you post you always help someone
Keith
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 From:  Metin Seven (METINSEVEN)
8552.15 In reply to 8552.14 
Glad this topic introduced you to something new, Keith.

— Metin

———————

metinseven.com — animation • illustration • visualization • 3D (print) design

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 From:  Metin Seven (METINSEVEN)
8552.16 
Hi guys,

It's been a while since we had this discussion about poly to NURBS conversion. Any news on this subject?

I'm still hesitating to go for ViaCAD Pro and Powerpack Pro, but it's a costly investment, and I need it only for specific cases, every now and then.

The most important property of a poly to NURBS conversion would be the ability to convert detailed high-polygon meshes to NURBS. ViaCAD's Powerpack Pro seems to do a decent job in that area:

http://masterviacad.com/powerpackoverview/styled-50/page35.html

Regards,

Metin

———————

visualization • illustration • animation • 3D design — https://metinseven.com

EDITED: 25 Jun 2018 by METINSEVEN

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 From:  amur (STEFAN)
8552.17 
Hi Metin,

i think it is the best commercial option (price wise), because if
i remember correctly solutions like T-Splines can't handle that
high quad poly count, like shown in the examples.

Regards
Stefan
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 From:  Metin Seven (METINSEVEN)
8552.18 In reply to 8552.17 
Thanks Stefan,

I guess so too. T-Splines are very comparable to Max's Subdivision command for MoI, and indeed work best with a relatively low quad poly count.

Regards,

— Metin

———————

visualization • pixel art • illustration • 3D design — https://metinseven.com

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 From:  AlexPolo
8552.19 
Hi Metin,

I originally purchased VIACAD Pro and yes it does do a good job of conversion but as a owner of ZBRUSH also I found that creating a clean quad mesh using the Z-Remesher function I could control the quad count to a higher degree and exporting that as an OBJ and importing using Max's OBJ import and SUBD commands I could get leaner surfaces - VIACAD would place many patches over surface creases - if you have a file in mind send it to me and I will do viacad/zbrush comparison.

regards
Alex.
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 From:  amur (STEFAN)
8552.20 
Hi Alex,

while ZRemesher does indeed mostly creates nice quad meshes i had recently
pinching issues at 3 edges poles when doing a T-Splines conversion with
Fusion360. The solution was then to trim the small pinching areas in MoI
and network the holes.

Regards
Stefan
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 From:  Michael Gibson
8552.21 In reply to 8552.16 
Hi Metin, well you may want to hold off on an expensive purchase for this function for a couple months because there is a possibility it could show up in MoI v4. I don't know for sure yet though.

- Michael
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 From:  amur (STEFAN)
8552.22 
Hi Michael,

are you taking about the possibility of a function like ViaCAD or T-Splines has,
or a simpler solution like Max's subd script?

In case of the first one that would be super awesome!

Regards
Stefan
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 From:  Michael Gibson
8552.23 In reply to 8552.22 
Hi Stefan, something more like the first one. But personally I'm more concerned with surface quality than with having a smaller number of larger surfaces.

- Michael
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 From:  amur (STEFAN)
8552.24 
Hi Michael,

wow, that would be cool and i can understand your concern. Hopefully
all goes well, like you expect, in case it will make it into V4.

Best regards
Stefan
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 From:  Metin Seven (METINSEVEN)
8552.25 In reply to 8552.21 
Hi Michael,

Wow, that would be a fantastically useful, much-desired addition to MoI, many thanks for letting us know!

Regards,

— Metin

———————

visualization • pixel art • illustration • 3D design — https://metinseven.com

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