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Tim Cook <z99### [at] gmailcom> wrote:
> On 2014-10-15 02:18, Thomas de Groot wrote:
> > When you get this kind of thing it means that something is not
> > consistent within the original mesh, congruent faces sharing the same
> > edges for example, or deprecated triangles. I don't remember if you can
> > search for them in Moray. In Silo, those things appear as soon as
> > subdivision is applied. It is then a matter of selecting the offensive
> > faces and trying to find the construction error.
You might see if another utility can find and repair any errors in the mesh.
I'm not sure if any of the following will work, but check them out:
Gmsh
netfabb Studio
Mesh Lab
InStep
FreeCAD
Wings3D
Slic3r
Shapeways Mesh Medic
Blender
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"s.day" <s.d### [at] uelacuk> wrote:
> "jhu" <nomail@nomail> wrote:
> >
> > Given enough time and effort, anything can be done, as long as it's
> > theoretically possible. Look what s day can do with just SDL.
>
> You have guessed at my approach then, the secrent is I have a room with an
> infinite number of monkeys and replaced their typewriters with PC's running POV
> ;-)
"It was the best of times, it was the... BLURST of times??? You stupid monkey!"
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"jhu" <nomail@nomail> wrote:
> "s.day" <s.d### [at] uelacuk> wrote:
> > "jhu" <nomail@nomail> wrote:
> > >
> > > Given enough time and effort, anything can be done, as long as it's
> > > theoretically possible. Look what s day can do with just SDL.
> >
> > You have guessed at my approach then, the secrent is I have a room with an
> > infinite number of monkeys and replaced their typewriters with PC's running POV
> > ;-)
>
> "It was the best of times, it was the... BLURST of times??? You stupid monkey!"
Ha, that is why 10,000 is not enough..
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On 10/15/2014 02:31 PM, jhu wrote:
> "s.day" <s.d### [at] uelacuk> wrote:
>> "jhu" <nomail@nomail> wrote:
>>>
>>> Given enough time and effort, anything can be done, as long as it's
>>> theoretically possible. Look what s day can do with just SDL.
>>
>> You have guessed at my approach then, the secrent is I have a room with an
>> infinite number of monkeys and replaced their typewriters with PC's running POV
>> ;-)
>
> "It was the best of times, it was the... BLURST of times??? You stupid monkey!"
>
And of course, the old OLD Bob Newhart routine, monitoring the monkey team...
"To be or not to be, that is the gugorgenplotz..."
-=- Larry -=-
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Looks like all mesh2s exported from Moray have this issue. Other
interesting thing about PoseRay is it doesn't seem to like quads in .obj
files much, which is a pity because if you want to go back and forth
between things, it's a nuisance having to re-quadrangulate all the
triangles.
...anyhow, here's a bit more progress on the project. Render time 17 m
26 s in POV 3.7, still entirely done within Moray. Had dumped it out
and was poking around with things in Maya, but I want to show off what
Moray is capable of on its own (well, with some intermediating on the
part of PoseRay to turn the two halves of an unsubdivided mesh into a
single mesh since Moray can't do that for some reason), maybe inspire
code-monkeys to care about its potential fate. ^_^;
--
Tim Cook
http://empyrean.sjcook.com
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Attachments:
Download '2014-11-07 mermaid.png' (1307 KB)
Preview of image '2014-11-07 mermaid.png'
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On 8-11-2014 1:22, Tim Cook wrote:
> Looks like all mesh2s exported from Moray have this issue. Other
> interesting thing about PoseRay is it doesn't seem to like quads in .obj
> files much, which is a pity because if you want to go back and forth
> between things, it's a nuisance having to re-quadrangulate all the
> triangles.
This is /not/ my experience with Poseray. I model exclusively in
Silo-built quads through .obj files and never got a problem. Poser also
exports as quads with same smooth workflow. So, something else must be
hurting you.
>
> ...anyhow, here's a bit more progress on the project. Render time 17 m
> 26 s in POV 3.7, still entirely done within Moray. Had dumped it out
> and was poking around with things in Maya, but I want to show off what
> Moray is capable of on its own (well, with some intermediating on the
> part of PoseRay to turn the two halves of an unsubdivided mesh into a
> single mesh since Moray can't do that for some reason), maybe inspire
> code-monkeys to care about its potential fate. ^_^;
The results are indeed impressive. A clear signal to the code-monkeys... :-)
[woop?! woop?! woop?!]
Thomas
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On 2014-11-08 02:19, Thomas de Groot wrote:
> On 8-11-2014 1:22, Tim Cook wrote:
>> Looks like all mesh2s exported from Moray have this issue. Other
>> interesting thing about PoseRay is it doesn't seem to like quads in .obj
>> files much, which is a pity because if you want to go back and forth
>> between things, it's a nuisance having to re-quadrangulate all the
>> triangles.
>
> This is /not/ my experience with Poseray. I model exclusively in
> Silo-built quads through .obj files and never got a problem. Poser also
> exports as quads with same smooth workflow. So, something else must be
> hurting you.
Hmm. Could be the way PoseRay handles .udo files and Moray exports .pov
for rendering? Can work with quads /internal/ to Moray, but pulling the
.pov it generates into PoseRay and re-exporting as .udo splits
everything up.
Ah well, I need to go back and do some redesigning on my mermaid and
rebuild it so it has better topology, and improve the mirror-frame and
so forth. End goal is to have something I can rig with a skeleton in
Maya and have a 3D-printing made, though the former needs the mesh to be
absolutely set in stone and I'm not sure if I can manage that with
anything. Always something more to change...
--
Tim Cook
http://empyrean.sjcook.com
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Just posting this here because it's related and cool.
:)
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Attachments:
Download '525089_10151112074418297_967043056_n.jpg' (62 KB)
Preview of image '525089_10151112074418297_967043056_n.jpg'
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On 2014-11-12 17:41, Bald Eagle wrote:
> Just posting this here because it's related and cool.
How's the carving affect the sound of it, I wonder?
...I need to plan out and figure out how to do hair for my model (as
well as redesigning its topology). Urgh...
--
Tim Cook
http://empyrean.sjcook.com
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Am 08.11.2014 11:01, schrieb Tim Cook:
> On 2014-11-08 02:19, Thomas de Groot wrote:
>> On 8-11-2014 1:22, Tim Cook wrote:
>>> Looks like all mesh2s exported from Moray have this issue. Other
>>> interesting thing about PoseRay is it doesn't seem to like quads in .obj
>>> files much, which is a pity because if you want to go back and forth
>>> between things, it's a nuisance having to re-quadrangulate all the
>>> triangles.
>>
>> This is /not/ my experience with Poseray. I model exclusively in
>> Silo-built quads through .obj files and never got a problem. Poser also
>> exports as quads with same smooth workflow. So, something else must be
>> hurting you.
>
> Hmm. Could be the way PoseRay handles .udo files and Moray exports .pov
> for rendering? Can work with quads /internal/ to Moray, but pulling the
> ..pov it generates into PoseRay and re-exporting as .udo splits
> everything up.
Well, that's no surprise actually: POV-Ray that can't handle quads, so
Moray needs to export them as triangles when exporting to .pov. Of
course, PoseRay stays faithful to the content it reads, making no
attempt to merge the triangles back into quads.
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