SubD examples and models
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Hi All
I've finally found the time, to install and start SubD, which runs very well so far and I love it already. I am glad as well, that SubD is finally here and has caused all these contributions which are great, even funny and educational all together.Now I'm working my way through all your contributions and the exercise models that you have posted here. Cotty and all the others - thank you all for posting them!!!
I understand why it is better to use quad faces instead of triangulation, even if I'm light years away to understand the connections to (for example) Quadfce tools and how or when to use these additional "Quad" tools - Iยดm starting to learn :- ))
Here is a first simple question
I show an example of Cotty - How is it possible to get this shown SubD-quad-mesh visible?
(I see the creases only and when I activate show hidden geometry, I see the creases and the triangulation of course)
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Unsmooth quads from the quadface tools for the group:
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@cotty said:
Unsmooth quads from the quadface tools for the group
I see the Quads !!! :- )) Thanks Cotty
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May the quads be with you!
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@unknownuser said:
this is because the QFT OBJ importer will ensure non-planar quads are created as QuadFaceTools quads
Sorry I don't see "Import OBJ" on the menus of QuadFaceTools(0.9.1 & 0.9.2) ?
Only "Export" ! (SU Make 2016 2015) -
I've never ventured much into the realm of furniture making so as a first quick doodle I'm impressed by the ease with which I came up with something almost recognisable in less than 30 minutes fiddling. No doubt I could render it and make it look flash, but I love the raw topology.
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Hi - to get any first experiences I did a little testing, mainly based on Cottys SubD_04 model above. I was interested on how an existing texture behaves to the SubD process - it's amazing how confidently and fast that works ...
Cotty, how did you get this rainbow-colour on that subd23 chair which looks so great - is it texturing?
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Nice! Here's the chair texture...
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@pilou said:
@unknownuser said:
this is because the QFT OBJ importer will ensure non-planar quads are created as QuadFaceTools quads
Sorry I don't see "Import OBJ" on the menus of QuadFaceTools(0.9.1 & 0.9.2) ?
Only "Export" ! (SU Make 2016 2015)Ah, yea, the docs probably don't mention this at all, but it's listed among the other importers:
File > Import
The only reason the exporter isn't among the other exporter is that the API is lacking the interface. Them guys over at SketchUp should fix that! ...oh wait...
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@box said:
I've never ventured much into the realm of furniture making so as a first quick doodle I'm impressed by the ease with which I came up with something almost recognisable in less than 30 minutes fiddling. No doubt I could render it and make it look flash, but I love the raw topology.
It makes me very happy to hear that. My biggest concern with SUbD was how it relied on quad topology and I wasn't sure how well that requirement of workflow would be received in the realms on SketchUp.
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@hornoxx said:
Hi - to get any first experiences I did a little testing, mainly based on Cottys SubD_04 model above. I was interested on how an existing texture behaves to the SubD process - it's amazing how confidently and fast that works ...
Thanks for sharing that model - it's a nice study of geometry and texture.
At the moment SUbD use simple linear interpolation for the textures. However, I am working with integrating OpenSubdiv into a future release. That will give more options for textures; -
In fact all works fine!
It was half my fault! I was too confident of the first reading text! -
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Tron!
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Glitch ?
SUbD finds internal faces and can't be apply! (Who don't exist)
(Artisan subdivides
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SUbD Catmull-Clark algorithm require the mesh to be a manifold or a surface without any forks. That model you have there have an edge with four faces connected - the algorithm cannot handle that. In another modelling package where the entities didn't merge you'd get away with it as you could have overlapping edges. But since SU merges entities at all times these types of scenarios becomes a challenge.
OpenSubdiv 3 supports internal faces - maybe it would be able to cope with this as well - I'm not sure. But that's still down the line in the road map.
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It would be handy if either SubD or Solid inspector could highlight these annoying joints. They can be a real headache to find manually sometimes.
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Solid Inspector used to complain about these - but because they where considered false positives in many cases it was changed to ignore them.
I do have ideas for an analytical tool for QFT that will visualize quads from triangles and ngons. Maybe it can lightlight forks as well...
By the way, I tried the model on an experimental build I have where I try to wire up OpenSubdiv and it seemed to be able to cope with it:
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THx for the explanation and the effort!
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