SubD examples and models
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Tyranny of G2!
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Cotty I actually prefer the left toaster model design. You should increase crease values!
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I'd take either of those toasters. I assume that finish is expensive though.
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Ely - you're teasing us! Can't wait to see the whole model you're working on!
cuttingedge: That's looking really nice. Good topology flow. I would have loved to see how you modelled that. Ever considered doing a timelaps video?
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@ely862me said:
In the futures, if possible, Thomas would you add more geometry along the lines Crease is activated ?
I'm in the progress of implementing OpenSubdiv. It does has something called adaptive subdivision - that might do what you want. But I suspect it will be at the expense of live creasing (or any live editing of the subdivided mesh). So one would have to choose if you want uniform subd that us denser but allow tweaking of the subdivided results, or adaptive for optimal polycount.
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@jql said:
@jiminy-billy-bob said:
@jql said:
It would be cool to have render engines integrated in the workflow
This is already in the pipes!
Bah Jiminy, you're always ahead of my cool ideas...
I didn't came up to the idea. I just happened to follow the discussion
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Cotty how do you display the subquads without the triangulation showing?
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@cuttingedge said:
Cotty how do you display the subquads without the triangulation showing?
QuadFace Tools > Unsmooth Quads
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@cotty said:
[attachment=1:1vpqla6u]<!-- ia1 -->SCF_Cotty_subd30.png<!-- ia1 -->[/attachment:1vpqla6u]
That's a great example of blending shapes with creases. I'm thinking I should set up a dedicated section on the website for these types of studies.
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@rich o brien said:
@cuttingedge said:
Cotty how do you display the subquads without the triangulation showing?
QuadFace Tools > Unsmooth Quads
But what about the thicker lines in that render - representing the original edges? How is that done? Multiple passes?
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@rich o brien said:
@cuttingedge said:
Cotty how do you display the subquads without the triangulation showing?
QuadFace Tools > Unsmooth Quads
Yes, screenshot here: http://sketchucation.com/forums/viewtopic.php?f=397%26amp;t=63826%26amp;start=30#p585747
@thomthom said:
But what about the thicker lines in that render - representing the original edges? How is that done? Multiple passes?
Since two of your plugins are not enough :
- SubD
- Edit group
- Select all
- SeletionToys: Select only -> Edges
- Group selected edges
- Gropued edges without faces are treated as profiles
- Increase profile width in the style settings
- Exit SubD group
- Unsmooth quads
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That wing rocks HornOxx!
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Can you explain to me, why the first attempt fails. Why I should select one edge of triangulated face, that the second attemt must be fine.
Youtube Video -
@alvis said:
Can you explain to me, why the first attempt fails. Why I should select one edge of triangulated face, that the second attemt must be fine.
Youtube VideoThe Convert triangulated Mesh to Quads function doesn't always succeed. It's hard, impossible, to reliable determine exactly how the mesh should be converted as it would require AI understanding of the mesh's topology. In your example it's easy for use humans to see what should be a quad, but not for a script. The script doesn't even take into account soft/smooth/hidden properties - it just sees a set of triangles.
In the case of your mesh there it looks like you have hard edges and then some soft+smooth edges between triangles pairs. Then you want to use the Convert SandboxTools Quads to QuadFace Tools quads instead. (left to the monkey icon). If those edges where hidden you you'd want to use the Blender Quads to QFT Quads function (the monkey icon).
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@thomthom said:
@alvis said:
Can you explain to me, why the first attempt fails. Why I should select one edge of triangulated face, that the second attemt must be fine.
Youtube VideoThe Convert triangulated Mesh to Quads function doesn't always succeed. It's hard, impossible, to reliable determine exactly how the mesh should be converted as it would require AI understanding of the mesh's topology. In your example it's easy for use humans to see what should be a quad, but not for a script. The script doesn't even take into account soft/smooth/hidden properties - it just sees a set of triangles.
In the case of your mesh there it looks like you have hard edges and then some soft+smooth edges between triangles pairs. Then you want to use the Convert SandboxTools Quads to QuadFace Tools quads instead. (left to the monkey icon). If those edges where hidden you you'd want to use the Blender Quads to QFT Quads function (the monkey icon).
Humm, i was in similar situations... means that either more documentation is needed to make it easier to understand when to use each function, or maybe if you would think appropriate, to make the quad-detection script to be more "intelligent", so it can take into consideration multiple parameters at the same time. For example not all Fredo Tools are good in creating or preserving quads... but they do smoothing. So, would be good to rely better on conversion.
Thank you! Keep up the good work ! -
Yes, better documentation is indeed in need - as well as improving the tools. But docs are on the top of my list when I get home from my travels next week.
I plan to set up a new site for QFT - move away from the BitBucket wiki.
Better text and visuals describing the various features of QFT. GIFs to illustrate common topology pattern.And extend SUbD's site to include more examples of how various topology patterns subdivide.
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I was thrilled by the panton chair example shared by Ithil3d on youtube. I thought I'll build one trying slightly different method. A good few minutes and here's what i got.
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