NGon WIP
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 From:  Michael Gibson
162.17 In reply to 162.14 
> Npower Software's PowerBooleans plug-in for Max does a very nice
> job of generating quads from complex boolean operations similar as with
> trims and fillets.

Hi Linker - this is part of the geometry library that I'm using so this mechanism is available to me. (However note that PowerBoolean plug-in that you reference handles booleans in Max between polygonal objects, not NURBS objects).

But I guess implicit in when I said earlier that it wasn't feasible, was that it wasn't feasible to do with only using the minimal number of vertices that defined the outer boundary of the ngon, without adding a whole bunch more vertices in internal to the face.

The Npower mechanism adds numerous interior vertices. You don't end up with slivery quads, but you do end up with a large quantity of small ones.

I guess it would be possible to add this mechanism in, but it doesn't appear to work on NURBS "out of the box", so it would take some effort to integrate it and I don't think that it is really the type of minimal vertex result that people seem to be desiring most. So at the moment I'm not really thinking of pursuing it, I'm focusing instead on the ngon stuff.

- Michael
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 From:  Frenchy Pilou (PILOU)
162.18 
Test object By Steph :)
http://annur.free.fr/MoI/PolyNightmareTest.zip
Good luck Michael !
The image :)
Ps With the actual obj export : in spite of triangles, object is some light in numbers of polygons and especially "without problem of rendering"!


EDITED: 13 Oct 2006 by PILOU

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 From:  Michael Gibson
162.19 In reply to 162.18 
It's a great model to test with, thanks!

I've attached the output of my current ngon work. There are still several issues that I'm working on.

- Michael

EDITED: 25 Aug 2008 by MICHAEL GIBSON

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 From:  Kreten
162.20 
Michael here are the few simple egsamples of optimized meshing.
Simple cube, filleted, hole...
I saw guys posted more complexed object earlier so I dont know if these will do anything...
As simple they are I think the idea is clear!
If you want something more no problem!
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 From:  Frenchy Pilou (PILOU)
162.21 In reply to 162.19 
@Michael
Yooo!!!
Yet Not so bad indeed ! Under C4D

EDITED: 13 Oct 2006 by PILOU

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 From:  Michael Gibson
162.22 In reply to 162.20 
Hi Kreten, thanks for posting these examples.

It looks like your optimization method is oriented towards generating quads. The method I'm working on is not going to be quite the same as that, I've attached a sample here.

- Michael
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 From:  Michael Gibson
162.23 In reply to 162.21 
> Yet Not so bad indeed ! Under C4D

Looks really good!! It gives very much a feel of a carefully hand-optimized mesh, I think.

I'm not sure if there is any existing NURBS software out there that can do this kind of export. None that I am aware of right now anyway. This may end up being a very unique signature feature of MoI.

- Michael
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 From:  Kreten
162.24 In reply to 162.22 

Few triangles here and there wont do any harm:-)
Seems VERY GOOD but some of your vertices are not alined!
That could be a problem!
I will post one complicated egsample...I would like to see how MoI would deal with it...

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 From:  Frenchy Pilou (PILOU)
162.25 In reply to 162.24 
From Steph
Seems a little prob with normal :"Blue" is not good oriented! (so they go to internal object)


Toon effect :)

EDITED: 13 Oct 2006 by PILOU

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 From:  Michael Gibson
162.26 In reply to 162.24 
> Few triangles here and there wont do any harm:-)

There are actually no triangles stored in the file. It looks like you're loading the .obj file into Rhino - you'll see triangles there because Rhino does not support n-sided faces in its polygon meshes, so it creates triangles for any polygons that have more than 4 sides when it reads in the .obj file.

If you read that .obj file into a modeling system that supports n-sided polygons (such as Silo, Cinema4D, etc...) you won't have any triangles at all.

You won't really see the full benefit of this new n-gon polygon export unless your target system has modern support for n-sided polygons.

But I guess that there will be some benefit even with only quad support, since there are quite a few simple quads created as well..


> Seems VERY GOOD but some of your vertices are not alined!

Yup, this is one of the areas I have left to work on. I expect to solve this. There is no actual geometric crack there though, the extra point is snapped on to the edge of the adjacent polygon, forming a so-called "T" junction.

- Michael
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 From:  Michael Gibson
162.27 In reply to 162.25 
> Seems a little prob with normal :"Blue" is not good oriented!
> (go they go to internal object)

Yup, it's one of the areas left to tune up.

- Michael
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 From:  Frenchy Pilou (PILOU)
162.28 
Obj format with
Silo seems good
Blender not!
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 From:  Kreten
162.29 
Michael heres a try I would like you to test meshing with MoI!
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 From:  Michael Gibson
162.30 In reply to 162.28 
> Obj format with
> Silo seems good
> Blender not!

Too bad - it appears to have imported it ok but it looks like Blender is only supporting triangles and quads, not ngons...

It used to be that hardly anything supported ngons. I suppose that's why nobody else has attempted to do an NGon NURBS export before.... Until now. :)

Thanks for testing it with all these different modeling software, that is a big help to know how it is working with different systems!

- Michael
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 From:  Frenchy Pilou (PILOU)
162.31 In reply to 162.30 

Import OBJ format with
The Old Amapi 6.1 (became free) perfect! A task!
http://forums.polyloop.net/forumdisplay.php?f=83

Anim8Or (some triangles)
Kerkythea (some triangles)
Metasequoia (some triangles)
Wings3D don't Want load !!!
Shade 7.21 don't Want load!!!

EDITED: 13 Oct 2006 by PILOU

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 From:  Michael Gibson
162.32 In reply to 162.29 
> Michael heres a try I would like you to test meshing with MoI!

It's attached. Here is what it looks like with n-sided polygons and no triangles:


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 From:  Frenchy Pilou (PILOU)
162.33 
Tricky cutting!

Does Moi will import OBJ ?
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 From:  Frenchy Pilou (PILOU)
162.34 

A video from Steph who shows that some points are not "merged" but not visible to the eyes :)
So some surfaces are "open" !
http://annur.free.fr/MoI/PolyNM1.rar

Keep the good work :)

EDITED: 13 Oct 2006 by PILOU

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 From:  Michael Gibson
162.35 In reply to 162.25 
> From Steph
> Seems a little prob with normal :"Blue" is not good oriented! (so they go to internal object)

I think I have fixed the orientation problem now. Can he please try the attached version and see if it is properly oriented? Thanks!

- Michael

EDITED: 25 Aug 2008 by MICHAEL GIBSON

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 From:  Michael Gibson
162.36 In reply to 162.33 
> Does Moi will import OBJ ?

No, not for V1. I'm not really focusing on having polygon modeling tools in MoI at this point.

- Michael
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