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[Plugin] QuadFaceTools

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  • R Offline
    rv1974
    last edited by 30 Aug 2018, 08:03

    in Max, import (dire straits) skp file, select all, attach all selected (script), detach by material (script)

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    • O Offline
      optimaforever
      last edited by 30 Aug 2018, 08:12

      I can be wrong but when you import skp directly in Max, the geometry is handled as tris by default and not in quads. Quadify modifier doesn’t work as I expect as well.
      The difficulty here is to keep the thomthom quads when exporting.

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      • R Offline
        rv1974
        last edited by 30 Aug 2018, 11:01

        jugging by RizomUV promo video, it works with tris like a beast. Doesn't it?

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        • R Offline
          rv1974
          last edited by 30 Aug 2018, 11:08

          http://www.scriptspot.com/3ds-max/scripts/detriangulator
          http://www.scriptspot.com/search/apachesolr_search/detriangulate
          tried this?

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          • O Offline
            optimaforever
            last edited by 30 Aug 2018, 12:30

            @rv1974 said:

            judging by RizomUV promo video, it works with tris like a beast. Doesn't it?

            Well, all the tools in RizomUV are based to work with quad-based geometry. with tris, the selection of edges, loops are basically a nightmare.

            And... if I can avoid going to 3dsMax, I'd prefer. I'd like to find a Sketchup-based workflow, otherwise I'd simply go the Max route from the beginning. 😄

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            • O Offline
              optimaforever
              last edited by 4 Sept 2018, 10:29

              For what it's worth, the dev of RizomUV says that the reattach command within RizomUV is on the TODO list.
              http://forum.rizom-lab.com/thread/903/all-edges-borders-weld?page=1&scrollTo=2450

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              • K Offline
                kaas
                last edited by 7 Oct 2018, 08:57

                Anyone knows if there's a way of exporting a quadFaceTools model to another program while keeping the quads logic intact - so you're not ending up with a standard triangle model? I expect not because it's a smart 'hack' by ThomThom...but hopefully I'm wrong.

                I ask because apparently, in the next version of UnrealEngine they might/will support openSubDiv. If quads in SketchUp could be exported to UE that could be really nice for furniture, cars etc etc.

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                • O Offline
                  optimaforever
                  last edited by 7 Oct 2018, 09:06

                  @kaas said:

                  Anyone knows if there's a way of exporting a quadFaceTools model to another program while keeping the quads logic intact - so you're not ending up with a standard triangle model? I expect not because it's a smart 'hack' by ThomThom...but hopefully I'm wrong.

                  I ask because apparently, in the next version of UnrealEngine they might/will support openSubDiv. If quads in SketchUp could be exported to UE that could be really nice for furniture, cars etc etc.

                  Did you tried with
                  Tools>Quadface tools>Export>OBJ format
                  ?

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                  • K Offline
                    kaas
                    last edited by 7 Oct 2018, 12:28

                    Good tip! I just tried with the latest Unreal Engine version. OpenSubDiv is already available in the latest build (experimental-must be enabled by command line). I tested with a few models and had a lot of crashes but also some success.

                    It seems models imported as fbx work fine as well. Just select an imported object - go to MeshEditor - press 'Quadrangulate' and then you can add/remove subd levels.

                    See pic - visible in there a model by Box and Rich (from SubD examples topic) and a few tests of myself. Mapping / materials goes wrong quite often.

                    Curious to see at what point Epic will make it officially available with some documentation. There are already a few blueprint nodes visible in UE that suggest the subd level can be changed with scripting. OpenSubDiv in UE Could be something nice/big!

                    If someone has a nice/complex qft (subd) model available for testing, feel free to post or pm me.


                    subd_ue.jpg

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                    • N Offline
                      nlipovac
                      last edited by 7 Oct 2018, 18:50

                      here you go...i am still just tinkering with UE. 😄


                      Stool_101

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                      • K Offline
                        kaas
                        last edited by 8 Oct 2018, 05:32

                        Here you go - a very blobby stool. UV mapping distorted. No creasing (must be done manually in UE). I guess we can do a better job once the documentation is available.


                        stool.jpg

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                        • N Offline
                          nlipovac
                          last edited by 8 Oct 2018, 07:43

                          It is something cool to be done inside the engine itself.
                          So if you fill your scene with SubD models and apply subdivision what strain it takes on an engine to make subdivision?


                          Yes, I used creases that I forgot about prior sending you file. :-)

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                          • O Offline
                            optimaforever
                            last edited by 8 Oct 2018, 08:00

                            Very nice!

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                            • K Offline
                              kaas
                              last edited by 8 Oct 2018, 08:54

                              @nlipovac said:

                              It is something cool to be done inside the engine itself.
                              So if you fill your scene with SubD models and apply subdivision what strain it takes on an engine to make subdivision?

                              See video of the 'entire process'...

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                              • L Offline
                                lgrahm
                                last edited by 10 Oct 2018, 20:21

                                I'm wondering about the qft line tool. When I divide a quad using the line tool I guess the purpose is to create two new quads? But many times it creates double faces in at least one of the new quads. Those double faces are almost impossible to spot, but they create problems when subdividing or if you want to use the line tool again to divide the double faced quad. Is this a known problem?
                                /Lars

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                                • O Offline
                                  optimaforever
                                  last edited by 11 Oct 2018, 06:29

                                  @lgrahm said:

                                  I'm wondering about the qft line tool. When I divide a quad using the line tool I guess the purpose is to create two new quads? But many times it creates double faces in at least one of the new quads. Those double faces are almost impossible to spot, but they create problems when subdividing or if you want to use the line tool again to divide the double faced quad. Is this a known problem?
                                  /Lars

                                  To avoid this, 2 solutions:

                                  1. delete the quad surface you want to split in 2 quads , and then with the qft line tool, draw the new line.
                                  2. use the qft connect edges tool to create 2 lines approximately and delete the one you don’t need.
                                    If none works the way you want, try solid inspector 2, and let it try to fix the double face.
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                                  • thomthomT Offline
                                    thomthom
                                    last edited by 14 Oct 2018, 14:56

                                    Version 0.14.0

                                    QuadFace Tools 0.14.0 Released

                                    New feature: Flip by Slope

                                    It will flip triangulated quads based on the topology flow to produce smoother shading of the surface.

                                    FlipBySlope.gif

                                    Thomas Thomassen — SketchUp Monkey & Coding addict
                                    List of my plugins and link to the CookieWare fund

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                                    • thomthomT Offline
                                      thomthom
                                      last edited by 14 Oct 2018, 14:59

                                      @optimaforever said:

                                      @rv1974 said:

                                      judging by RizomUV promo video, it works with tris like a beast. Doesn't it?

                                      Well, all the tools in RizomUV are based to work with quad-based geometry. with tris, the selection of edges, loops are basically a nightmare.

                                      And... if I can avoid going to 3dsMax, I'd prefer. I'd like to find a Sketchup-based workflow, otherwise I'd simply go the Max route from the beginning. 😄

                                      What do you mean by things not being "attached"? Geometry or UV?
                                      Is this when you use QFT to export?

                                      Thomas Thomassen — SketchUp Monkey & Coding addict
                                      List of my plugins and link to the CookieWare fund

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by 14 Oct 2018, 15:00

                                        Well, that GIF messed it up... in reality the flipped quads looks smooth.

                                        Thomas Thomassen — SketchUp Monkey & Coding addict
                                        List of my plugins and link to the CookieWare fund

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                                        • O Offline
                                          optimaforever
                                          last edited by 14 Oct 2018, 15:21

                                          @thomthom said:

                                          @optimaforever said:

                                          @rv1974 said:

                                          judging by RizomUV promo video, it works with tris like a beast. Doesn't it?

                                          Well, all the tools in RizomUV are based to work with quad-based geometry. with tris, the selection of edges, loops are basically a nightmare.

                                          And... if I can avoid going to 3dsMax, I'd prefer. I'd like to find a Sketchup-based workflow, otherwise I'd simply go the Max route from the beginning. 😄

                                          What do you mean by things not being "attached"? Geometry or UV?
                                          Is this when you use QFT to export?

                                          Hi thom,
                                          basically it means qft exports all quads detached. So rizomUV can’t weld the geometry, which is pita.

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