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Full Version: New tips with SubD from Blender

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From: pafurijaz
18 Jun 2021   [#11] In reply to [#10]
My Y fillet attempt with #Blender Nurbs surf multi patch, imported in #Moi3D via Obj format and converted in Nurbs with SubD command
This is a try with Blender for G2 continuity.

Blender Nurbs Bézier patches


Moi3D sewed surfaces imported via SubD command from and OBJ


Control Points


Control Vertext of multi multi patches bèzier nurbs surfaces

Image Attachments:
E4O10U0XEAE8l0x.jpeg  E4O10VeWQAE3cX9.jpeg  E4O10VlXIAAdB9E.jpeg  E4O10VTXwAIbtLG.jpeg 


From: pafurijaz
18 Jun 2021   [#12] In reply to [#11]
And for now this is the latest more complex and also a bit messy surfaces and very high density, not the best way.





Image Attachments:
E4O6uIdXEAQlJyi.jpeg  E4O6uIQWUAAvFXd.jpeg 


From: pafurijaz
8 Sep 2021   [#13]
I found the right workflow to use edge crease with Blender, you need to set sharp edges at the crease edge and also use the edge split modifiers after the subdivision modifier the subdivision modifier must be at an adequate level 1 for high mesh resolution up to a medium level (2) for a good result of the surfaces in Moi3D.

This model below was imported without interventions or anything else between the two applications, I only exported the file from Blender by applying the modifiers.

I hope it will help those like me who are looking for a solution of continuity between the two applications.

Now with Blender you can also set the angles in the subdivision options by checking the keep corner option, and this helps a lot in the modeling phase to check the subdivision surfaces.













Image Attachments:
E-ygy-cWQAU4NZ0.jpeg  E-ygy-UXIAUG-Cl.jpeg  E-ygy-XXsAEWk8G.jpeg  WRY-shot-edit.png 


From: Frenchy Pilou (PILOU)
8 Sep 2021   [#14] In reply to [#13]
Seems very cool! Nothing to redraw inside MOI ?
From: pafurijaz
8 Sep 2021   [#15] In reply to [#14]
No I've imported the 3d model only, but that depend also on how the model topology was made, I made many test over the past months, but the split edges also manually can make the same result, when you import the OBJ file as SubD with Moi3D.
From: Mindset (IGNITER)
9 Sep 2021   [#16] In reply to [#15]
Hi pafurijaz,

Any chance you'll make a tutorial?

Respectfully,
MindSet
From: pafurijaz
9 Sep 2021   [#17] In reply to [#16]
Hello, and thanks for your interest, I hope to find the time to create some guidelines on this topic that I have been analyzing for years now, however, the summary of the procedure with Blender is very simple, but this implies that you also know the use of Blender.

In this case as mentioned above and in other discussions I have started regarding this topic it is that Moi3D has a subdivision conversion that does not support hard edges, but you can work around the problem in various ways, one of them is that you can divide the surfaces of subdivision in correspondence with the sharp edges you want to obtain in Moi3D, I have adapted my method to this and I can predict how I should do this.

Assuming basically that you have a model with sharp edges all you have to do is select these edges in edit mode and assign them a sharpening attribute. "edge mark sharp", and add a edge split modifier that will use this information of sharp edges and split them into export phase. when you apply the modifier with OBJ exporter add-on for Blender.

I recommend to do various experiments and you can better understand how Moi3D works in creating surfaces starting from meshes for the subdivision surfaces, however as soon as I can I try to give a brief guide but I hope that others can now help you and give you some indications on how to do it.

Greetings
From: feirui445
10 Sep 2021   [#18] In reply to [#17]
https://blenderartists.org/t/blender-add-on-export-to-iges/1324178

The author added a plug-in in Blender

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