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    [Plugin] QuadFaceTools

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    • R Offline
      rv1974
      last edited by

      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

        @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. ๐Ÿ˜„

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        • O Offline
          optimaforever
          last edited by

          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

            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

              @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

                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

                  here you go...i am still just tinkering with UE. ๐Ÿ˜„


                  Stool_101

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                  • K Offline
                    kaas
                    last edited by

                    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

                      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

                        Very nice!

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                        • K Offline
                          kaas
                          last edited by

                          @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

                            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

                              @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 donโ€™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

                                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 โ€” SketchUp Monkey & Coding addict
                                List of my plugins and link to the CookieWare fund

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                                • thomthomT Offline
                                  thomthom
                                  last edited by

                                  @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. ๐Ÿ˜„

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

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

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                                  • thomthomT Offline
                                    thomthom
                                    last edited by

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

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

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                                    • O Offline
                                      optimaforever
                                      last edited by

                                      @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. ๐Ÿ˜„

                                      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 canโ€™t weld the geometry, which is pita.

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        @optimaforever said:

                                        Hi thom,
                                        basically it means qft exports all quads detached. So rizomUV canโ€™t weld the geometry, which is pita.

                                        Can you elaborate a bit more on what you mean by this?

                                        QFT writes OBJ files were the faces share vertices just as they do in SketchUp.

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

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                                        • O Offline
                                          optimaforever
                                          last edited by

                                          @thomthom said:

                                          @optimaforever said:

                                          Hi thom,
                                          basically it means qft exports all quads detached. So rizomUV canโ€™t weld the geometry, which is pita.

                                          Can you elaborate a bit more on what you mean by this?
                                          QFT writes OBJ files were the faces share vertices just as they do in SketchUp.

                                          Well... My evaluation period for rizomUV expired so I can't try now but here's a screencapture of my qft exported mesh in RizomUV:
                                          Basically the mesh is cut along the quads and the edges can't be welded. If I try to weld the geometry in 3dsmax, I lose the quads and get tris.


                                          qft exported obj quad in rizomUV

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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            I'm not sure what I'm looking at there...
                                            I sounds like this is an issue that relate particularly to rizomUV. Though I can't really tell exactly what is going on. But I can verify that QFT exports OBJs in such a manner that the faces share vertices.
                                            If you could find out more what is happening on the rizomUV side then I could look into whether there are some tweaks that can be done on the side of QFT.

                                            Perhaps, do you have a model where exported from another app into OBJ works fine for rizomUV - but doesn't work when exported from QFT?

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

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