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In Development: Subdivide and Smooth

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  • P Offline
    pilou
    last edited by 5 Feb 2008, 19:09

    Take a look to the freeTopMod about this subject!
    it import and export obj format

    Import Su Objects are possible in OBJ Format with this sort of Plugin

    Have fun with it! β˜€

    Gallery

    Frenchy Pilou
    Is beautiful that please without concept!
    My Little site :)

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    • K Offline
      kwistenbiebel
      last edited by 5 Feb 2008, 22:27

      I don't see the relevance here....Topmod isn't really a subdivision tool right?
      Or am I missing something?....

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      • W Offline
        Whaat
        last edited by 5 Feb 2008, 23:42

        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.


        pawn.jpg


        im1202187336.png

        SketchUp Plugins for Professionals

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        • J Offline
          Jim
          last edited by 5 Feb 2008, 23:45

          Can it do something simple, and often requested: round the corners of a box?

          Hi

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          • J Offline
            Jim
            last edited by 6 Feb 2008, 00:13

            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!

            Hi

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            • K Offline
              krash88
              last edited by 6 Feb 2008, 13:27

              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


              pillows.gif

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              • P Offline
                pilou
                last edited by 6 Feb 2008, 13:45

                @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! β˜€
                it's for that I put it here πŸ˜‰

                Frenchy Pilou
                Is beautiful that please without concept!
                My Little site :)

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                • T Offline
                  tomasz
                  last edited by 6 Feb 2008, 13:54

                  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

                  Author of [Thea Render for SketchUp](http://www.thearender.com/sketchup)

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                  • W Offline
                    Whaat
                    last edited by 6 Feb 2008, 16:27

                    @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.

                    SketchUp Plugins for Professionals

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                    • W Offline
                      Whaat
                      last edited by 6 Feb 2008, 16:43

                      @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.

                      SketchUp Plugins for Professionals

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                      • K Offline
                        kwistenbiebel
                        last edited by 6 Feb 2008, 19:40

                        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/ )

                        http://i140.photobucket.com/albums/r3/kwistenbiebel1/28-weeks-later-2.jpg

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                        • W Offline
                          Whaat
                          last edited by 7 Feb 2008, 01:41

                          @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! πŸ˜„

                          Looks pretty good to me!


                          old and new pillow.jpg

                          SketchUp Plugins for Professionals

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                          • W Offline
                            Whaat
                            last edited by 7 Feb 2008, 02:59

                            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.


                            humantest.jpg


                            humantest2.jpg

                            SketchUp Plugins for Professionals

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                            • K Offline
                              kwistenbiebel
                              last edited by 7 Feb 2008, 03:07

                              That looks mighty cool Whaat.
                              The subdivided mesh looks pretty clean to me.
                              Unfortunately Makehuman doesn't save as .3ds (only .obj which SU can't import), so indeed an intermediary software (Blender, deep exploration, etc...) is needed to convert it.

                              Nevertheless, A lot of self made models or imported 3D warehouse models, like cars (close-up) and stuff, will definitely benefit from your script as polycount is very important to gain photo realism towards rendering.

                              Needless to say you are doing a fine job here Whaat πŸ‘

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                              • K Offline
                                krash88
                                last edited by 7 Feb 2008, 12:42

                                Absolutely great... I'm looking forward to the final product!

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                                • E Offline
                                  erikB
                                  last edited by 7 Feb 2008, 13:22

                                  Whaat,
                                  Looks like an amazing ruby your writting !! 😍
                                  The connection, suggested by Tomasz, between handeling a low poly model en a 'high poly' output model whereby you can change the low poly and the high poly follows seems like a winner (if it is possible), specially since sketchup doesn't handel high poly very well.
                                  Looking forward tot its progress.
                                  erikB

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                                  • S Offline
                                    solo
                                    last edited by 7 Feb 2008, 13:34

                                    I am not going to pretend I understand the first thing about how ruby's work or how these scripts are executed however I have a need for a script like this but in reverse.

                                    I do much modeling for un-named game developers and very often need to model three separate models for every concept due to L.O.D (level of detail)
                                    Take for instance a car used in a game like Need for speed, you need a high poly extreme detail for close ups and garage work, medium detail for passing traffic and low detail for distant vehicles. So for every car made the same vehicle is made in low, medium and high quality.

                                    What I would like is a script that could take the high poly extreme detail model and reduce the detail and make it smaller in poly's. It would be fantastic to be able to use percentages like 25% poly reduction or 50% reduction.

                                    If anything like this exists in ruby please direct me to it, if not is this possible, I know Maxscript has something similar to this but that does not help me as I model in SU.

                                    http://www.solos-art.com

                                    If you see a toilet in your dreams do not use it.

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                                    • K Offline
                                      kwistenbiebel
                                      last edited by 7 Feb 2008, 13:59

                                      Indeed, what Solo suggests sounds like a possibility to implement in the same ruby:
                                      The ability to either increase or decrease the polycount.

                                      I can imagine it could work by filling in a % in a VCB box.
                                      For instance, for polygon crunch set it to -25%, while for a subdivision set it to +25%...

                                      Don't know if that's possible, but it sure would be one hell of a ruby to have.

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                                      • J Offline
                                        juju
                                        last edited by 7 Feb 2008, 14:04

                                        100% = poly level detail.
                                        40% = poly decrease of 60%.
                                        140% = poly increase of 40%.

                                        Something like that would seem logical to a Vulcan.

                                        Save the Earth, it's the only planet with chocolate.

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                                        • K Offline
                                          kwistenbiebel
                                          last edited by 7 Feb 2008, 15:02

                                          Indeed Mr. Spock...that's more logical πŸ˜‰

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