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    In Development: Subdivide and Smooth

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    • R Offline
      RickW
      last edited by

      I think our machines are comparable processor speed, so maybe it's a memory issue (running 4GB RAM here). Regardless, my script is slow compared to Whaat's, since I didn't really get past the proof-of-concept stage into optimizing.

      RickW
      [www.smustard.com](http://www.smustard.com)

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      • W Offline
        Whaat
        last edited by

        Subdivide and Smooth version 1.0 Final Features List

        • Low-poly proxy subdivision modeling
        • Automatic updating of subdivision surfaces while editing a proxy (optional)
        • Material inheritance of proxy model to subdivision surface (optional)
        • Creasing tool - allows toggling of fully creased edges or vertices
        • Up to 4 subdivision and smooth iterations
        • Unlimited proxy subdivision models can exist in the same file
        • Subdivision and smoothing of a single isolated face
        • Robust subdivision algorithm that can handle almost any geometry
        • Subdivision without smoothing (linear subdivision) - also triangulates all meshes and maintains material assignment
        • Mesh smoothing (vertex averaging) without subdivision - maintains material assignment
        • Extrude tool - useful for modeling clean geometry that subdivides well
        • Knife subdivide tool (aka 'Zorro')

        Testing begins this week! (sorry, invitation only). I will keep you all posted on the release date!

        Whaat

        SketchUp Plugins for Professionals

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        • R Offline
          remus
          last edited by

          Mmmmmm, exciting stuff, i look forward to it whaat, thanks again for all the hard work 👍

          http://remusrendering.wordpress.com/

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          • K Offline
            kwistenbiebel
            last edited by

            I am not sure what all the features exactly mean, but it does sound really cool 😉.

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            • A Offline
              a4chitect
              last edited by

              whaat you rock! I can't wait for this release! you are one of those for whome the human cloning was meant in the first place 😄 its interesting that you mention mesh smoothing (without subdivision), does it mean we will be able to smooth contour generated surfaces so they will be more natural in shape? good luck with testing

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              • F Offline
                Fletch
                last edited by

                😲 can't wait to see it, Whaat...
                (on the 'invite' list, on the 'invite' list, on the 'invite' list)
                http://www.kerkythea.net/phpBB2/images/smiles/eusa_pray.gif

                Fletch
                Twilight Render Cross-platform Plugin for SketchUp on PC or Mac

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                • soloS Offline
                  solo
                  last edited by

                  By the look and feel of it I think the name should be 'Organix' as it does give one the abllity to model organically.

                  http://www.solos-art.com

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

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                  • W Offline
                    Whaat
                    last edited by

                    @a4chitect said:

                    does it mean we will be able to smooth contour generated surfaces so they will be more natural in shape? good luck with testing

                    Can someone post a complicated contour generated surface? I would like to test this. Thanks.

                    SketchUp Plugins for Professionals

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                    • R Offline
                      remus
                      last edited by

                      Is this any good whaat? might be a bit simple for your purposes, but it was good fun to make 😛


                      whaat contours.skp

                      http://remusrendering.wordpress.com/

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                      • W Offline
                        Whaat
                        last edited by

                        @remus said:

                        Is this any good whaat? might be a bit simple for your purposes, but it was good fun to make 😛

                        Thanks remus,

                        Here are the results:

                        First image is the original surface generated from contours
                        Second image is the same surface after performing vertex averaging (same number of polys)
                        Third image is the surface after performing two subdivision and smooth iterations

                        It seems like vertex averaging will be very useful to generate more realistic landscape surfaces without increasing poly-count. The only problem is that the the resulting surface will no longer coincide with the contours, so real-world accuracy is lost. There is no easy way to change this so don't ask 😄


                        original surface


                        Mesh smoothing (vertex averaging without subdivision)


                        after two subdivision and smooth iterations

                        SketchUp Plugins for Professionals

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                        • T Offline
                          todd burch
                          last edited by

                          @whaat said:

                          There is no easy way to change this so don't ask 😄

                          Just tell them it's an erosion feature thrown in for no charge.

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                          • Mike LuceyM Offline
                            Mike Lucey
                            last edited by

                            @unknownuser said:

                            @whaat said:

                            There is no easy way to change this so don't ask 😄

                            Just tell them it's an erosion feature thrown in for no charge.

                            😆

                            Support us so we can support you! Upgrade to Premium Membership!

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                            • A Offline
                              a4chitect
                              last edited by

                              brilliant whaat - exactly as expected - the surface is much more natural, as for the accuracy - I guess the the vertex-averaged surface could meet the controur lines by simply moving it along the Z axis a bit, and even if they can't touch everywhere - the result is better for its smoothness, you can't take the contours for benchmarking since their accuracy is fairly limited too 😉

                              maybe performing a test could prove my point>

                              1. create a curved surface with the Smoove tool

                              2. generate contours either by the dedicated script, or by intersecting with equidistant planes

                              3. group contour lines and create a surface by using the sandbox tools

                              4. paint this surface a different color from the original

                              5. make a copy (change the color) of this new surface and apply your script

                              6. compare original surface with both new surfaces

                              whaat thanks for making sketchup better, can't wait for you to release.

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                              • G Offline
                                GUNAWAN W
                                last edited by

                                oh dear God, please give this guy more power to made this script available to everyone soon. ☀

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                                • K Offline
                                  kwistenbiebel
                                  last edited by

                                  Yummy !
                                  Terrific results as far as I see.

                                  This together with a 'wrap texture around object' feature could possibly make other 3d party organic model software trash can material.

                                  Good stuff Whaat!

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                                  • W Offline
                                    wikii
                                    last edited by

                                    I wrote script below to simulate whaat's.It works,but not perfect

                                    
                                    class Smooth_contours
                                       attr_reader ;author,;date,;ver
                                       def initialize
                                          @author="Wikii"
                                          @date="20080402"
                                          @ver="0.01"
                                          @mm=Sketchup.active_model
                                          @fs=@mm.selection.to_a.delete_if{|x| x.class!=Sketchup;;Face}
                                          do_Smooth_contours if @fs.length>0
                                       end
                                       def center_point point3ds
                                          re=Geom;;Point3d.new(0,0,0)
                                          num=0
                                          0.upto( point3ds.length-1){|x|
                                             if point3ds[x].class==Geom;;Point3d
                                                re.x+=point3ds[x].x
                                                re.y+=point3ds[x].y
                                                re.z+=point3ds[x].z
                                                num+=1.0
                                             else #weighted
                                                re.x+=point3ds[x][0].x*point3ds[x][1]
                                                re.y+=point3ds[x][0].y*point3ds[x][1]
                                                re.z+=point3ds[x][0].z*point3ds[x][1]
                                                num+=point3ds[x][1]
                                             end
                                          }
                                          re.x/=num
                                          re.y/=num
                                          re.z/=num
                                          re
                                       end
                                       def open_vertex? v
                                          v.edges.each{|x|
                                             return true if x.faces.to_a.delete_if{|y| !@fs.include?(y)}.length<2
                                          }
                                          return nil
                                       end
                                       def face_center fc
                                          Geom;;Point3d.new center_point(fc.vertices.to_a.collect{|xx| xx.position})
                                       end
                                       def do_Smooth_contours
                                          group_entities=@mm.active_entities.add_group.entities
                                          vertices=[]
                                          vertices_info={}
                                          @mm.start_operation "123"
                                          n=0
                                          @fs.each{|x|
                                             n+=1.0
                                             Sketchup;;set_status_text "Finished #{(n/@fs.length*1000).to_i/10.0}%"
                                             cen=face_center(x)
                                             x.vertices.each{|y|
                                                if !vertices.include?(y) and !open_vertex?(y)
                                                   vertices<<y
                                                   #~ tmp0=y.position
                                                   #~ tmp=center_point(y.faces.to_a.collect{|z| [face_center(z),z.area]})
                                                   tmp=center_point(y.faces.to_a.collect{|z| face_center(z)})
                                                   #~ tmp0.z=(tmp0.z+tmp.z)/2.0
                                                   #~ tmp0.z=(tmp0.z+tmp.z)/2.0
                                                   #~ vertices_info[y]=center_point([tmp,tmp0]           )
                                                   vertices_info[y]=tmp
                                                end
                                             }
                                          }
                                          @ee=Sketchup.active_model.active_entities
                                          puts @ee
                                          vertices.each{|x|
                                             t=Geom;;Transformation.new(vertices_info[x]-x.position)
                                             @ee.transform_entities(t, x)
                                          }
                                          @mm.commit_operation
                                       end
                                    end
                                    Smooth_contours.new
                                    
                                    
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                                    • A Offline
                                      a4chitect
                                      last edited by

                                      thanks wikii, nice script you've put together so quickly! here is a resulting surface for illustration. and your script with a plugins menu entry added to just place in the plugins folder


                                      http://img255.imageshack.us/img255/8932/smoothscripteo5.th.jpg


                                      wikii's smooth surface script


                                      illustration comparing surface accuracy after smooth

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                                      • RayOchoaR Offline
                                        RayOchoa
                                        last edited by

                                        It would be great if you could do a script that could make high poly models low poly. It would be awsome.

                                        CaR DeSiGnS bY mE
                                        http://ray-ochoa.com

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                                        • jenujacobJ Offline
                                          jenujacob
                                          last edited by

                                          holy moly! this is simply terrrific!
                                          how long did the sub division take coen?

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                                          • erikBE Offline
                                            erikB
                                            last edited by

                                            amazing 😲
                                            Coen, would it also be possible to leave the 'knife -like features' on the claw as they where ( I mean not subdivised (and rasor scharp 😄 ) or is the whole model always subdivised ?
                                            erikB

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