In Development: Subdivide and Smooth
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I believe it is the result of plugin in action!
It was something I was awaiting for a long time. I have even downloaded some papers on Catmull-Clark surfaces .
Tomasz -
@gaieus said:
Hi Whaat,
Are those images already the result of the working script or just an illustration what you'd like to achieve?
In any case, it's just fantastic and looks really promising!Thanks Gaieus,
The images are indeed the result of the current version of the script.
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Simply great!
Lately a few of you guys have come up with some really complex and amazing stuff (like Didier's spray script, Adam's light script, Chris' free form script... now the new Kerky is here...)
What's all this? Some kind of late Christmas?
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Looks sweet, when is it be due in the wild?
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The prophecy is fulfilled.....the gods of SU predicted this would happen one day.
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Now that is cool, nice work!
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that looks wicked, i can think of a thousand things i would use it for
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Nice looking ruby, this could open up many possibilities
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This looks great. Would you be able to control the amount of extra polygons created? The examples seem to go very high poly.
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@unknownuser said:
This looks great. Would you be able to control the amount of extra polygons created? The examples seem to go very high poly.
The examples shown are done with two smoothing iterations. One iteration may be adequate in many cases.
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wowwwww Whaat... you are incredible!
can it reduce the polygon count of a hi-poly mesh (work in reverse) too?
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I completely missed this one....
In the example, the mesh is really clean with some nice triangulation.This is unbelievable. I WANT this
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I don't see the relevance here....Topmod isn't really a subdivision tool right?
Or am I missing something?.... -
I would like to show what this plugin will be capable of. Problem is, I have no idea what to model. Can anyone give me some ideas about what to try modeling with this plugin?
Think of something that simply isn't possible with the current SketchUp tools. I want to test the capabilities of the code.
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Can it do something simple, and often requested: round the corners of a box?
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It seems to me that this technique was probably developed not for modeling, but for rendering. It allows the modeling program (game engine) to keep a simple, low-poly model in the software for doing the complex calculations, and allow a hardware renderer (graphics card) to do the subdivision and display. The result being a faster overall application.
Of course, I could be way off. It's still way cool!
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Hi all. First of all, I work for a company that builds furniture and I do the digital samples in SU. Searching for this type of script is what brought me to these forums and it looks amazing. Our customers are constantly raising the level of detail that they want to see in my images but the limitations of SU make it time-consuming to do so. I have attached a SU6 file of a pillow that I modeled quite a while back and it's quite ugly. If you could, try your script on it and see if it helps. If I could model low poly things like this and subdivide and smooth them, it would save a tremendous amount of time.
I have also attached images of both the old pillow and the beginnings of my new one. Connecting all of the lines gives me a headache. Being able to use your script would be great!
PS.
Is it possible to set a threshold angle with your script in order to keep certain edges, beyond a given angle, sharp?Old pillow
http://www.mediafire.com/download.php?4k0gm9lc9jn
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@unknownuser said:
I don't see the relevance here....Topmod isn't really a subdivision tool right?
Or am I missing something?....hehe
Topmod is the prog who has the big largest collection tools of subdivision!
it's for that I put it here -
Whaat,
I was thinking about your plugin.. and I have an idea. Could it keep the original low poly geometry with some default transparent material .. and work similar way to FFD.
When you modify original geometry within group script would give you a chance to update hi-poly one. Like in Bledner - you can see both - low and high-poly mesh.
We could even assign weights to .. edges?Just a thought.
Tomasz
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