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    SubD examples and models

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    • garydornG 離線
      garydorn
      最後由 編輯

      Howdy
      Please excuse my questions if its not suitable here.

      I've modelled up an AC aceca body - using SU 6 - native tools only , following CaljuCotcas how to model in a car in 3D using blueprints https://www.youtube.com/watch?v=Hgrix3m1l9k

      blueprint is from a 3Warehouse model called Aceca ( no model just blueprints.)

      Is SubD something that could be used to smooth out and simplify the surface better than what I've modelled so far. - some of my surfaces are still too dimply.

      Thanks - any advice appreciated.


      Ac aceca model SU 6 with stages in different layers


      photo off web


      l_ac-aceca-1955-.jpg


      screen shot of file

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      • utilerU 離線
        utiler
        最後由 編輯

        Holy crap!!!!! Very impressed.....

        purpose/expression/purpose/....

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        • ely862meE 離線
          ely862me
          最後由 編輯

          @garydorn said:

          Howdy

          Is SubD something that could be used to smooth out and simplify the surface better than what I've modelled so far. - some of my surfaces are still too dimply.

          Thanks - any advice appreciated.

          In order for your mesh to smooth properly with SubD and even with Artisan, you need to make it a lot cleaner.
          For SubD you need to make it like this .


          Component_3 3.jpg


          Component_3 2.jpg


          Component_3 1.jpg

          Elisei (sketchupper)


          Before no life was done on Earth it was THE LIFE ITSELF...GOD
          Come and See EliseiDesign

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          • O 離線
            optimaforever
            最後由 編輯

            Ok... again a dumb question:
            to get these topologies (Cut Face A and B), is there a specific tool or can I draw them the usual way with QFT line tool?


            how to quadify a 5 sided corner

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            • thomthomT 離線
              thomthom
              最後由 編輯

              @optimaforever said:

              @rich o brien said:

              The texture distortions aren't an issue for v2 of SUbD. It uses OpenSubDiv and it's even more awesome.

              Oho
              Is it even better than Catmull-Clark?

              OpenSubdiv uses Catmull-Clack. But with more improvements than the variants I implemented myself. In the current version of SUbD the UVs are linearly interpolated. OpenSubdiv offer some more options - though I'm still exploring exactly what that means.

              Thomas Thomassen — SketchUp Monkey & Coding addict
              List of my plugins and link to the CookieWare fund

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              • thomthomT 離線
                thomthom
                最後由 編輯

                @garydorn said:

                Is SubD something that could be used to smooth out and simplify the surface better than what I've modelled so far. - some of my surfaces are still too dimply.

                Car modelling has been my main interest for QFT and SUbD. You can see a test model in the beginning of this thread: http://sketchucation.com/forums/viewtopic.php?f=397%26amp;t=63826#p584865

                That car you got there would be really fun to model. I've been thinking that I want to model a rounder car like that. (Was thinking Cobra is similar.)

                Thomas Thomassen — SketchUp Monkey & Coding addict
                List of my plugins and link to the CookieWare fund

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                • R 離線
                  rv1974
                  最後由 編輯

                  @unknownuser said:

                  OpenSubdiv uses Catmull-Clack. But with more improvements than the variants I implemented myself. In the current version of SUbD the UVs are linearly interpolated. OpenSubdiv offer some more options - though I'm still exploring exactly what that means.

                  Something in this fashion (at 10:17)
                  Are you going to grant us all those options mentoned below, or concentrate on one working the best?

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                  • JQLJ 離線
                    JQL
                    最後由 編輯

                    @rich o brien said:

                    Shift + E on selected edges to crease.

                    Or hit N to bring up property panel. At the top you can see crease slider.

                    @Rich @Thomhom sorry to get a bit off topic, but neither OpenSubDiv nor the regular SubDiv in Blender seem to assume the crease.

                    Open subdiv doesn't allow to subdiv in edit mode so I can't interactivelly see how I'm creasing.

                    Of course I must be doing something wrong... That goes to show how Sketchup is intuitive for sketchup users, making all other software cumbersome to use, so again, congratulations on your work Thomthom.

                    There is still a big difference in SubD in Sketchup or SubD in Blender though, the control mesh UV stays within UV unwrap when you deform it, while in Sketchup I suspect it doesn't as deforming an edge or a face will make Sketchup assume it should extend the tiling:

                    I've shared this concern with other developers dealing with UV unwrap 😉 but it makes sense sharing it here too:

                    Would it be possible to have this behaviour by default on a set of faces that are being used in your control mesh?

                    http://i.imgur.com/MuLG03A.gif

                    www.casca.pt
                    Visit us on facebook!

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                    • thomthomT 離線
                      thomthom
                      最後由 編輯

                      @rv1974 said:

                      Something in this fashion (at 10:17)
                      Are you going to grant us all those options mentoned below, or concentrate on one working the best?

                      I'm working on exposing these options to the SUbD UI. I was thinking of trying to pick default values that makes sense most of the time - but make it easy to switch.

                      But need to work on the names. Like in that video the naming is weird. "Smooth (Always Sharp)" ... I mean, whut? Oxymoron descriptions that make no sense. And "Bilinear" - maybe it's just me, but I struggle to visualize what that really means - at least compared to "Smooth". So I need to figure out some better names. And I was thinking the UI would have some thumbnails to illustrate what goes on.

                      In the OSD docs there are some visualizations, but I'm still not quite happy with that style: http://graphics.pixar.com/opensubdiv/docs/subdivision_surfaces.html#face-varying-interpolation-rules

                      Thomas Thomassen — SketchUp Monkey & Coding addict
                      List of my plugins and link to the CookieWare fund

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                      • thomthomT 離線
                        thomthom
                        最後由 編輯

                        @jql said:

                        Would it be possible to have this behaviour by default on a set of faces that are being used in your control mesh?

                        Nothing exist that allow UVs to be pinned like that. Though extensions can make sure to preserve UVs like that - Vertex Tools will for instance. And QFT have a save and reload feature - such that if you only distort the mesh with any tool that mess up UVs you can restore them to the vertices.

                        Thomas Thomassen — SketchUp Monkey & Coding addict
                        List of my plugins and link to the CookieWare fund

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                        • Rich O BrienR 離線
                          Rich O Brien Moderator
                          最後由 編輯

                          @jql said:

                          @Rich @Thomhom sorry to get a bit off topic, but neither OpenSubDiv nor the regular SubDiv in Blender seem to assume the crease.

                          Hmmm....sounds like PEBKAC

                          Download the free D'oh Book for SketchUp 📖

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                          • R 離線
                            rv1974
                            最後由 編輯

                            General question:
                            Would this plugin or any other have any benefits (speed, reliability etc.) being part SU core code (and not as add-on)?

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                            • thomthomT 離線
                              thomthom
                              最後由 編輯

                              @rv1974 said:

                              General question:
                              Would this plugin or any other have any benefits (speed, reliability etc.) being part SU core code (and not as add-on)?

                              This plugins would have a benefit to API access to the viewport pipeline - as then the subdivided mesh could be sent directly to the OpenGL pipeline instead of having to regenerate SketchUp faces. Then SU would know only about the control mesh and any tool could be used to manipulate the mesh while seeing the subdivided result.
                              Though I have some ideas for that which might make it less of an issue.

                              (I feel we should be having a separate thread for all of this and keep this thread about example models. Can a mod split out the recent posts?)

                              Thomas Thomassen — SketchUp Monkey & Coding addict
                              List of my plugins and link to the CookieWare fund

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                              • JQLJ 離線
                                JQL
                                最後由 編輯

                                @rv1974 said:

                                General question:
                                Would this plugin or any other have any benefits (speed, reliability etc.) being part SU core code (and not as add-on)?

                                As with all my questions with blender... I will get there eventually...

                                www.casca.pt
                                Visit us on facebook!

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                                • HornOxxH 離線
                                  HornOxx
                                  最後由 編輯

                                  How to cut Holes into a Sphere

                                  @pilou said:

                                  Maybe this ? 😉

                                  thanks Pilou for your suggestion!

                                  @thomthom said:

                                  ...The quads around it seem to flow in line with the hole...

                                  thanks Thomthom for this bunch of possibilities!

                                  I tried a just slightly more complex form for the proxy which in deed provides a much better result.

                                  in this context, here are two interesting and well done videos which deal with this topic (they are Maya, but the principles are similar to SketchUp)
                                  https://www.youtube.com/watch?v=7qe2MWrXGHo
                                  https://www.youtube.com/watch?v=lvMfoH5Ikrc


                                  cutting holes in sphere Kopie.jpg


                                  examples 1 Proxy.skp

                                  never trust a skinny cook

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                                  • thomthomT 離線
                                    thomthom
                                    最後由 編輯

                                    @hornoxx said:

                                    I tried a just slightly more complex form for the proxy which in deed provides a much better result.

                                    Thanks for the links! And thanks for sharing back your explorations.

                                    This model is very interesting. What I'm thinking - looking at this - is that it appear that one want the extra loops to lie on the continuation of the original spherical shape;

                                    2016-02-18_20h56_45.png

                                    So maybe one can start out with a half-sphere with more segments - then strip away the loops you don't need. (Only keeping the extra ones around the eyes.) Then it might be possible to avoid the mesh around the eyes distorting and turning flat.

                                    ....hmm.... I need to tinker with this one.

                                    Thomas Thomassen — SketchUp Monkey & Coding addict
                                    List of my plugins and link to the CookieWare fund

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                                    • thomthomT 離線
                                      thomthom
                                      最後由 編輯

                                      Left-most is the starting point - circle with 48 segments in both vertical and horizontal. Then I removed removing some redundant loops - keeping the ones around the eye. Then extruded two tubes to intersect the sphere - horizontal center matched the horizontal loop on the sphere. The vertical axis of the tube didn't match the vertical loops of the sphere and here there's probably some minor distortion, but it was so close that it's not easy to see. Might be more visible is I render with glossy material.

                                      But having the extra loops for the center axes of the tubes be lined up at the mathematical intersection of the sphere helped maintain continuation.

                                      2016-02-18_21h37_13.png

                                      2016-02-18_21h36_51.png


                                      examples 1 Proxy.skp

                                      Thomas Thomassen — SketchUp Monkey & Coding addict
                                      List of my plugins and link to the CookieWare fund

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                                      • thomthomT 離線
                                        thomthom
                                        最後由 編輯

                                        DroidFace.png

                                        Still some minor distortion, but I think it could perhaps be corrected by pushing all the vertices around the eye to the limit surface of the sphere. ...hmm.... script maybe...

                                        Thomas Thomassen — SketchUp Monkey & Coding addict
                                        List of my plugins and link to the CookieWare fund

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                                        • Rich O BrienR 離線
                                          Rich O Brien Moderator
                                          最後由 編輯

                                          @thomthom

                                          now maybe my Relax [FR] will be revisited? the edges artifacts can be better resolved with the ability to relax vertices at pinch points.

                                          Download the free D'oh Book for SketchUp 📖

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                                          • thomthomT 離線
                                            thomthom
                                            最後由 編輯

                                            In this case I don't think Relax would help much - it might even make the surface flatter and cause more distortion.

                                            But your sentiment is noted - Relax is high on the list. OpenSubdiv hi-jacked the top of the list.

                                            Thomas Thomassen — SketchUp Monkey & Coding addict
                                            List of my plugins and link to the CookieWare fund

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