In Development: Subdivide and Smooth
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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 -
@unknownuser said:
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?The ultimate goal is low poly proxy modeling like you have suggested. I believe it can be done but will not be easy. I will be looking at FFD for ideas about how to do it. I am searching for papers about how to implement it but have not found any yet.
BTW, creased edges have already been implemented.
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@jim said:
Can it do something simple, and often requested: round the corners of a box?
It is not suited very well to this purpose although it could be done if the box was modeled a certain way.
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Whaat, I can think of numerous occasions I can use your script...
For example: 'Makehumans', the open source human figure maker, produces low-poly models, which could definitely use some subdividion before using them in sketchup for rendering.
When you look at the following rendering I made, you can see that subdivision is no luxury here:
(by the way, you can find makehuman at this link: http://www.dedalo-3d.com/ ) -
@krash88 said:
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.
Here is the result after two smoothing iterations. (less than 3 seconds to convert from 324 to 5476 faces). It actually looked almost the same after only one iteration. (0.3 seconds) Should save you some time!
Looks pretty good to me!
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biebel,
I tried the script on a 'make humans' model. Here is the result. One iteration took 239 seconds but this was a relatively high-poly model to start out with. The face count went from 21775 to 61228.
Keep in mind, I have not done any optimization yet.
For models like these, you may be better off doing the subdivision in Blender and then importing into SketchUp.
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