[Plugin] QuadFaceTools
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in Max, import (dire straits) skp file, select all, attach all selected (script), detach by material (script)
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I can be wrong but when you import skp directly in Max, the geometry is handled as tris by default and not in quads. Quadify modifier doesnโt work as I expect as well.
The difficulty here is to keep the thomthom quads when exporting. -
jugging by RizomUV promo video, it works with tris like a beast. Doesn't it?
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@rv1974 said:
judging by RizomUV promo video, it works with tris like a beast. Doesn't it?
Well, all the tools in RizomUV are based to work with quad-based geometry. with tris, the selection of edges, loops are basically a nightmare.
And... if I can avoid going to 3dsMax, I'd prefer. I'd like to find a Sketchup-based workflow, otherwise I'd simply go the Max route from the beginning.
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For what it's worth, the dev of RizomUV says that the reattach command within RizomUV is on the TODO list.
http://forum.rizom-lab.com/thread/903/all-edges-borders-weld?page=1&scrollTo=2450 -
Anyone knows if there's a way of exporting a quadFaceTools model to another program while keeping the quads logic intact - so you're not ending up with a standard triangle model? I expect not because it's a smart 'hack' by ThomThom...but hopefully I'm wrong.
I ask because apparently, in the next version of UnrealEngine they might/will support openSubDiv. If quads in SketchUp could be exported to UE that could be really nice for furniture, cars etc etc.
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@kaas said:
Anyone knows if there's a way of exporting a quadFaceTools model to another program while keeping the quads logic intact - so you're not ending up with a standard triangle model? I expect not because it's a smart 'hack' by ThomThom...but hopefully I'm wrong.
I ask because apparently, in the next version of UnrealEngine they might/will support openSubDiv. If quads in SketchUp could be exported to UE that could be really nice for furniture, cars etc etc.
Did you tried with
Tools>Quadface tools>Export>OBJ format
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Good tip! I just tried with the latest Unreal Engine version. OpenSubDiv is already available in the latest build (experimental-must be enabled by command line). I tested with a few models and had a lot of crashes but also some success.
It seems models imported as fbx work fine as well. Just select an imported object - go to MeshEditor - press 'Quadrangulate' and then you can add/remove subd levels.
See pic - visible in there a model by Box and Rich (from SubD examples topic) and a few tests of myself. Mapping / materials goes wrong quite often.
Curious to see at what point Epic will make it officially available with some documentation. There are already a few blueprint nodes visible in UE that suggest the subd level can be changed with scripting. OpenSubDiv in UE Could be something nice/big!
If someone has a nice/complex qft (subd) model available for testing, feel free to post or pm me.
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Here you go - a very blobby stool. UV mapping distorted. No creasing (must be done manually in UE). I guess we can do a better job once the documentation is available.
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It is something cool to be done inside the engine itself.
So if you fill your scene with SubD models and apply subdivision what strain it takes on an engine to make subdivision?
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Very nice!
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@nlipovac said:
It is something cool to be done inside the engine itself.
So if you fill your scene with SubD models and apply subdivision what strain it takes on an engine to make subdivision?See video of the 'entire process'...
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I'm wondering about the qft line tool. When I divide a quad using the line tool I guess the purpose is to create two new quads? But many times it creates double faces in at least one of the new quads. Those double faces are almost impossible to spot, but they create problems when subdividing or if you want to use the line tool again to divide the double faced quad. Is this a known problem?
/Lars -
@lgrahm said:
I'm wondering about the qft line tool. When I divide a quad using the line tool I guess the purpose is to create two new quads? But many times it creates double faces in at least one of the new quads. Those double faces are almost impossible to spot, but they create problems when subdividing or if you want to use the line tool again to divide the double faced quad. Is this a known problem?
/LarsTo avoid this, 2 solutions:
- delete the quad surface you want to split in 2 quads , and then with the qft line tool, draw the new line.
- use the qft connect edges tool to create 2 lines approximately and delete the one you donโt need.
If none works the way you want, try solid inspector 2, and let it try to fix the double face.
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Version 0.14.0
QuadFace Tools 0.14.0 Released
New feature: Flip by Slope
It will flip triangulated quads based on the topology flow to produce smoother shading of the surface.
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@optimaforever said:
@rv1974 said:
judging by RizomUV promo video, it works with tris like a beast. Doesn't it?
Well, all the tools in RizomUV are based to work with quad-based geometry. with tris, the selection of edges, loops are basically a nightmare.
And... if I can avoid going to 3dsMax, I'd prefer. I'd like to find a Sketchup-based workflow, otherwise I'd simply go the Max route from the beginning.
What do you mean by things not being "attached"? Geometry or UV?
Is this when you use QFT to export? -
Well, that GIF messed it up... in reality the flipped quads looks smooth.
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@thomthom said:
@optimaforever said:
@rv1974 said:
judging by RizomUV promo video, it works with tris like a beast. Doesn't it?
Well, all the tools in RizomUV are based to work with quad-based geometry. with tris, the selection of edges, loops are basically a nightmare.
And... if I can avoid going to 3dsMax, I'd prefer. I'd like to find a Sketchup-based workflow, otherwise I'd simply go the Max route from the beginning.
What do you mean by things not being "attached"? Geometry or UV?
Is this when you use QFT to export?Hi thom,
basically it means qft exports all quads detached. So rizomUV canโt weld the geometry, which is pita.
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