In Development: Subdivide and Smooth
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**Script is now available on Smustard.com
http://www.smustard.com/script/SubdivideAndSmooth**
I've been playing around with a new script idea lately. I am not aware of any existing script although I heard that RickW was working on a similar script at one point in time.
If I can perfect this script, I see a lot of potential merging the functionality with other Ruby scripts such as 'Free-form deformation balloon' (CPhillips) and 'Skin' (ArchitectBoy).
It seems like it would also be possible to use the same logic to subdivide and smooth geometry during the export process to a rendering app.
Whaat
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@whaat said:
I've been playing around with a new script idea lately. I am not aware of any existing script although I heard that RickW was working on a similar script at one point in time.
If I can perfect this script, I see a lot of potential merging the functionality with other Ruby scripts such as 'Free-form deformation balloon' (CPhillips) and 'Skin' (ArchitectBoy).
It seems like it would also be possible to use the same logic to subdivide and smooth geometry during the export process to a rendering app.
Whaat
Looks cool! And it would be a good compliment for a Free Form Deformation plugin.
Chris
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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! -
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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