[req] soften/divide geometry (by angle)
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i think it would be great if one could do the exact thing that soften/smooth looks like it does but with real geometry. example a (hard) soften/smooth that asks for angle just like (soft) soften/smooth but instead of rendering smooth actually smooth divides the geometry based in angle, not the full mesh. so essentially you add more detail only where needed based on angle and smoothed to get rid of rough geometry not just to appear to get rid of it?
Whaat, maybe this option could also be added to sub-smooth.
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does no one think this would be useful?
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Sounds like a chamfer or bevel tool or something along those lines. Is that about right?
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i was thinking more for stuff like this:
this would allow one to rough model and add detail as you go, or if you find you didn't put enough detail to begin with it will add detail only to areas that need it based on an angle just like soften/smooth but add real geometry instead of faking it for render. this way you could continue to refine these areas. i guess its a method that now some people do backwards they have detail then erase it where its not needed to clean up there model, with this approach you could keep your model clean along the way adding detail as needed.
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@chris fullmer said:
Sounds like a chamfer or bevel tool or something along those lines. Is that about right?
that's what i was thinking too but then after xrok's last post, i'm not so sure.. i drew this up while you two were talking so i'm going to post it anyway..
i was thinking of a sweeter way to soften the edges.. this is probably possible to put in ruby form but whaat would probably have to do it.. it took me long enough to get the drawing to this point but i'm sure the flat spots could remain truly flat instead of divided which would help keep the poly count down..
turn on hidden geometry and look at those corners..
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i think i know what u want... where is a sharp line adding some more polys to give a smoother look but where the surface is almost flat adding just few polys..or am i wrong?
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Yeah, something like being able to subdivide a selection, and then smooth it out a bit?
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@chris fullmer said:
Yeah, something like being able to subdivide a selection, and then smooth it out a bit?
yes but the selection of what you divide would be based on an angle not a selection. imagine a script that physically does what appears to happen when you "soften/smooth edges".
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just in case this isn't common knowledge already, the way to get the edges to do that with subdivide and smooth is to have offset lines from the edges (not via the SU offset tool though -- the lines need to run edge to edge)
[flash=500,405:1jpuaj8l]http://www.youtube-nocookie.com/v/jPRb7QhzvYs&hl=en&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6&border=1[/flash:1jpuaj8l]
anyone know of a better way?
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@xrok1 said:
@chris fullmer said:
Yeah, something like being able to subdivide a selection, and then smooth it out a bit?
yes but the selection of what you divide would be based on an angle not a selection. imagine a script that physically does what appears to happen when you "soften/smooth edges".
does anyone really use soften/smooth like that? if i'm using soften/smooth, my goal is always to soften everthing.. i've never set it to where some lines remain visible..
just curious[edit] unless you mean something like the eraser tool/option key in which case i will soften just a line or two.. i think if you did that with actual subdivison, there'd be some weird geometry where the round meets a sharp edge.
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subdivide and smooth already does it but with sds it divides the whole mesh so you get smooth results but wayyy too much geometry when it only needs smoothing in a few places. what if i wanted to subdivide any edge under 30 deg. and leave the rest of the mesh undivided?
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@xrok1 said:
what if i wanted to subdivide any edge under 30 deg. and leave the rest of the mesh undivided?
that's where the weird geometry happens.. somehow the round has to meet the sharp.. here's a mockup of what i'm talking about..
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@xrok1 said:
subdivide and smooth already does it but with sds it divides the whole mesh so you get smooth results but wayyy too much geometry when it only needs smoothing in a few places. what if i wanted to subdivide any edge under 30 deg. and leave the rest of the mesh undivided?
(I'm thinking about it.... )
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hey, nice to hear from you Whaat! I was hoping you'd be around. It would be an awsome addition to an already great script if you could pull this off. it would make your must have a must, must have! even though i already have it
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@unknownuser said:
@xrok1 said:
what if i wanted to subdivide any edge under 30 deg. and leave the rest of the mesh undivided?
that's where the weird geometry happens.. somehow the round has to meet the sharp.. here's a mockup of what i'm talking about..
[attachment=1:kukhoxs1]<!-- ia1 -->sub1edge.skp<!-- ia1 -->[/attachment:kukhoxs1]
maybe something like this could be worked out:[attachment=0:kukhoxs1]<!-- ia0 -->cap.jpg<!-- ia0 -->[/attachment:kukhoxs1]
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or this:
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there's probably a good solution for it and it might not even matter in many cases.
the thing that made me think about it was imagining doing this on a curved wall.
i guess it could just round off the top some?? or you'd have a wavy wall.
[edit] and really, this exact situation would be better served by normal soften/smooth... i'm just curious about how it would work.. that's all
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in that case you might need a crease tool? or it could work like round edge, or you could just use round edge.
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i know this isn't the same as xrok's request but it seems like it would have the same underlying structure:
[flash=660,525:31qmg8iy]http://www.youtube.com/v/B9u0ulHoMU4&hl=en&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6&border=1[/flash:31qmg8iy]
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hey thats pretty sweet too, what is it? round edge by bezier?
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