Version 2 is out!
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@optimaforever said:
Hello Thom,
Is there a quick way to select the rim edges of a quad mesh?Selection Toys will to that for you.
@optimaforever said:
I have to keep the vertices at their place so I need to crease the corners , yet their selection can take some time and I was wondering if there's some script for this.
Usually I use Select Outer Edges by Chris Fullmer but it seems it's not supported anymore in SU2017.In SUbD v2 you can set corners to always be sharp - then you only need to crease the "inner corners".
Creasing the edges will have little effect - you want to crease the vertices.
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Thanks Thom for the reply,
Actually the sharp border option didn't work at all.
Perhaps had I to convert the sandbox mesh (+ artisan) to QFT quad first? -
@optimaforever said:
Thanks Thom for the reply,
Actually the sharp border option didn't work at all.
Perhaps had I to convert the sandbox mesh (+ artisan) to QFT quad first?That might be it... using QFT there is a toolbar button to convert Sandbox Tools meshes to QFT meshes.
Can you share a sample model?
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@thomthom said:
That might be it... using QFT there is a toolbar button to convert Sandbox Tools meshes to QFT meshes.
That was it. Obviously something went wrong when subdividing...
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Yes, from that screenshot it looks like SUbD treated each triangle as a separate face. Converting the mesh to QFT mesh will ensure the two sets of triangles from the Sandbox mesh will be treated as a single quad.
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Well I noticed this option smooth or sharp boundary corners but whenever I subdivide a group, even a very simple one (just a rectangle surface subdivided with artisan before), the result I get when pressing the first subdivision iteration is a mesh with round corners even though SubD is set at sharp option. So I try to switch it to smooth instead and then it goes in an endless loading and stucks in the the process until I get a windows saying that a script slows down my web navigator ??? What's the link to the navigator ??
Here is a screen of the geometry I made (basic one), as you can see the option is set to "sharp" but corners are subdivided and it gets stuck like if I change any of the options from the info windows.
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Look at the subdivided mesh and you'll realize it's not quad at all.
It's a triangle based mesh.
So of course it will not work. You have the same problem as I had earlier.
Convert to quad before launching Subd. -
Can you share an example model?
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@optimaforever said:
Look at the subdivided mesh and you'll realize it's not quad at all.
It's a triangle based mesh.
So of course it will not work. You have the same problem as I had earlier.
Convert to quad before launching Subd.Well, the difference between quads and triangles is quite unclear to me. Basically, a quad divided in two becomes two triangles, no ?
Anyway, I just drawn a square in wireframe, converted to quad and subdivided directly from subD, the plugin still getting stuck when switching from sharp to smooth corners. Not getting where the problem comes from... I'll end up thinking that's my computer
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A QuadFace Tools compatible "quad" (by extension SUbD compatible quad) is either a coplanar face with four vertices, or two triangles where their shared edge is soft+smooth and casts-shadows turned off.
Have a look at the QFT wiki for more details: https://bitbucket.org/thomthom/quadface-tools/wiki/Overview#!quadface-definition
When Sandbox Tools create it's mesh it creates just soft+smooth edge between the triangles. So it's not automatically a compatible QFT quad. For that you need to use the "Convert Sandbox Quads to QuadFace Quads" function in QFT:
https://bitbucket.org/thomthom/quadface-tools/wiki/Features#!convert-sandbox-quads-to-quadface-quads -
I looked at your attached model, and it looks like you modified the subdivided mesh. Those changes will be lost if you toggle back from subdivided.
But as for the getting stuck when switching, I'm not seeing that - here is what I observe:
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Well I converted to quads using quad tools then I shaped the thing using vertex tools while it was smoothed edges and when switching to sharp edges, it removes the stuff I did with Vertex tools. As I remember, I didn't do any changes in the mesh but I'll work more with SubD, maybe I'm just not doing things in the proper order. And maybe my computer is actually not so good, don't know...
Thanks for helping at least.
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If you make changes after you subdivide you will lose those changes as soon as you interact with SUbD again.
The workflow for subdividing is that you manipulate the original control mesh and subdivide as a final result.
I'm a little unclear to exactly what you do, if you are able to do a video capture that would help a lot.
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@numerobis said:
One question about the licensing... I just purchased v2 and installed it over v1. Without applying the v2 license key it appears to be licensed already. Is the v1 key also working for v2 or will it expire in 30 days? It only says "Licensed" without any other info.
Yes, version 2 was a free update from version 1.
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Interesting... so then i have 2 versions now...
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There should be no need to ever use v1. Put it back into the shelf.
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