Subdivision Topology: Artifacts

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Subdivision Topology: Artifacts // Roundtable

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Post by jamesmc // Feb 17, 2009, 5:01pm

jamesmc
Total Posts: 2566
From: The GUERRILLA CG PROJECT

Very well done video on Subdivision artifacts.

Subdivision Topology: Artifacts

http://guerrillacg.org/home/3d-polygon-modeling/subdivision-topology-artifacts

There are also some very well done videos here as well.

http://guerrillacg.org/home

Post by Mr. 3d // Feb 17, 2009, 5:20pm

Mr. 3d
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Interesting ! I've got them added for further investigation ! Thanks !

Post by Jack Edwards // Feb 17, 2009, 5:30pm

Jack Edwards
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Awesome link! Great stuff there James! :banana:
This should help out a lot of people.

Post by robert // Feb 17, 2009, 6:31pm

robert
Total Posts: 609
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I remember stumbling on this from the Nevercenter site, some good stuff.

Post by kena // Feb 17, 2009, 8:32pm

kena
Total Posts: 2321
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very good video - I would sugest watching this one first

http://vimeo.com/2650080?pg=embed&sec=2650080

Since it explains what sub-division actually is.

Post by Georg // Feb 18, 2009, 5:23am

Georg
Total Posts: 270
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Excellent movies, thanks a lot for referring. The gorilla is fantastic, and please pay attention to the bongo rhythms in between, how appropriate for the running SMC :D


georg

Post by RAYMAN // Feb 18, 2009, 9:00am

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Total Posts: 1496
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those are very good movies and show the basics about meshing...

But I must say and that actually made me blow my top in Marcels post 2 weeks ago is the so stressed use of quads in meshes sort of ruling

out the possibility of using non polygon tools......

Sort of like that doesnt give you a clean mesh so forget it.

I post here an example of a nurbs conversion both in quad and tris

and the wire of an ngon. If you dont do sds with your objects

and if you dont have to rig and bend or in case of ngons if they are on flat

surfaces just dont get grey hair.....Look at the pictures of tris and quads and look out for the differences in the surface ....... you wont see much...

Post by jamesmc // Feb 18, 2009, 9:17am

jamesmc
Total Posts: 2566
Yeah, we get it Rayman - you like nurbs.

For the rest of us though...

Post by kena // Feb 18, 2009, 11:06am

kena
Total Posts: 2321
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Actually. Nurbs isn't available in all programs. They DO work well though.

Post by RAYMAN // Feb 18, 2009, 11:45am

RAYMAN
Total Posts: 1496
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Yeah, we get it Rayman - you like nurbs.


For the rest of us though...


Thats what I meant .....

you cant seriously discuss why and where there are problems

with not having quads in every object.

If you have to rig there is no question...

But it takes incredibly longer to build clean meshes everytime....

But thanks Jamesmc I now know I was right with my feeling....:D

The videos were great though because they showed where the

problems would occur....

Post by transient // Feb 18, 2009, 12:00pm

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Total Posts: 977
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If you're feeling bad Rayman, perhaps you should think of this video as highlighting the potential weaknesses of subd poly meshes? ;)


There are reasons that nurbs are still used widely industry and design, for one thing they are extremely accurate. If a renderer supports nurbs natively (3delight does) then there's no reason they can't render better than subd meshes with some models.

Post by RAYMAN // Feb 18, 2009, 12:21pm

RAYMAN
Total Posts: 1496
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If a renderer supports nurbs natively (3delight does) then there's no reason they can't render better than subd meshes with some models.


Transient as far as I know Vray for Rhino does to or am I wrong ?

Those 2 systems are just for different purposes....

Post by transient // Feb 18, 2009, 7:42pm

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Total Posts: 977
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I honestly don't know if Vray for Rhino recognises nurbs objects, however being a raytracer I doubt it. I don't think it matters too much, as I'm sure the plug-in developer would have made sure that the surfaces were pristine when they were triangulated at render time. I've read the Vray for Rhino is very nice.
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