<div dir="ltr">I see,<div><br></div><div>The mesh MOI produces has actual holes in it and it adds NGONS where possible.</div><div>Maybe my understanding is wrong here but wouldn't this be sufficient and possible</div><div>
already with Blender?</div><div><br></div><div>The MOI mesh imports work great besides normal shading problems in Blender.</div><div><br></div><div>Claas</div></div><div class="gmail_extra"><br clear="all"><div><div dir="ltr">
<div>- - -</div><div><div><br></div><div><font color="#990000" face="arial, helvetica, sans-serif"><b>Claas Kuhnen</b></font></div><div><font color="#990000" face="arial, helvetica, sans-serif"><b><br></b></font></div><div>
<i><font color="#990000" style="font-family:arial,helvetica,sans-serif;font-size:small">(</font><font color="#999999" style="font-family:arial,helvetica,sans-serif;font-size:small">715</font><font color="#990000" style="font-family:arial,helvetica,sans-serif;font-size:small">)</font><font color="#999999" style="font-family:arial,helvetica,sans-serif;font-size:small"> 513</font><font color="#990000" style="font-family:arial,helvetica,sans-serif;font-size:small">-</font><font color="#999999" style="font-family:arial,helvetica,sans-serif;font-size:small">9118</font><br>
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<div><font face="arial, helvetica, sans-serif"><i><font color="#999999">info</font><font color="#990000">@</font><font color="#999999">ckbrd</font><font color="#990000">.</font><font color="#999999">de</font></i></font></div>
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<br><br><div class="gmail_quote">On Sat, Jul 26, 2014 at 9:41 AM, Dalai Felinto <span dir="ltr"><<a href="mailto:dfelinto@gmail.com" target="_blank">dfelinto@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div class="">> I use MOI as my main nurbs to mesh converter and it uses ngons a lot not for holes but surfaces.<br>
<br>
</div>I think ngons is a generic term, not necessarily always referring to<br>
the same data structure. (SketchUp ngons handles holes very nicely<br>
too).<br>
<br>
What I mean is, the ngons implementation in Blender doesn't support<br>
holes. Blender's ngons is a Radial Edge implementation, so although it<br>
could support holes, it was never fully implemented.<br>
<div class=""><br>
Cheers,<br>
Dalai<br>
--<br>
<a href="http://blendernetwork.org/dalai-felinto" target="_blank">blendernetwork.org/dalai-felinto</a><br>
<a href="http://www.dalaifelinto.com" target="_blank">www.dalaifelinto.com</a><br>
<br>
<br>
</div>2014-07-26 10:31 GMT-03:00 David Fenner <<a href="mailto:d4vidfenner@gmail.com">d4vidfenner@gmail.com</a>>:<br>
<div class="HOEnZb"><div class="h5">> Moi is the best nurbs to poly converter i have ever found. Fast, robust,<br>
> flexible, clean... Definitely somewhere to aim to.<br>
><br>
> El jul 26, 2014 9:27 a.m., "claas kuhnen" <<a href="mailto:info@ckbrd.de">info@ckbrd.de</a>> escribió:<br>
><br>
>> I use MOI as my main nurbs to mesh converter and it uses ngons a lot not<br>
>> for holes but surfaces.<br>
>><br>
>> Claas<br>
>><br>
>> On Jul 26, 2014 8:51 AM, "Dalai Felinto" <<a href="mailto:dfelinto@gmail.com">dfelinto@gmail.com</a>> wrote:<br>
>>><br>
>>> Hi,<br>
>>><br>
>>> > * Does anyone know of good example code for making a BMesh out of<br>
>>> > n-gons? N-gons would make the meshes produced by Alt+C *much* cleaner.<br>
>>><br>
>>> Be aware that N-gons don't support holes (at the moment), so you may<br>
>>> get buggy meshes during this conversion. But as Sergey said, you don't<br>
>>> need to convert the nurbs to ngons.<br>
>>><br>
>>> Cheers,<br>
>>> Dalai<br>
>>> --<br>
>>> <a href="http://blendernetwork.org/dalai-felinto" target="_blank">blendernetwork.org/dalai-felinto</a><br>
>>> <a href="http://www.dalaifelinto.com" target="_blank">www.dalaifelinto.com</a><br>
>>><br>
>>><br>
>>> 2014-07-26 8:39 GMT-03:00 Sergey Sharybin <<a href="mailto:sergey.vfx@gmail.com">sergey.vfx@gmail.com</a>>:<br>
>>> > Hi,<br>
>>> ><br>
>>> > It's cool to hear you're doing progress, but what about committing the<br>
>>> > stuff<br>
>>> > to Git? Last commit was done on Monday and in the report you claim<br>
>>> > having<br>
>>> > progress since that. Commit the stuff even if it's not production<br>
>>> > ready.<br>
>>> > I've asked about this several times already.<br>
>>> ><br>
>>> > Before you go to importing or making improvements to curve->mesh<br>
>>> > conversion<br>
>>> > i'll demand wrapping existing code up, making so it's used in blende<br>
>>> > (and<br>
>>> > commit everything!)r and preparing demo files for this.<br>
>>> ><br>
>>> > As for ngon examples, you just need to fill in mpoly and mloop arrays<br>
>>> > actually. MOD_boolean_util.c has examples (it operates with<br>
>>> > DerivedMesh, but<br>
>>> > it's almost the same as you need for curve->mesh conversion).<br>
>>> ><br>
>>> > Also, what are the plans for the next week?<br>
>>> ><br>
>>> ><br>
>>> > On Sat, Jul 26, 2014 at 1:43 PM, Jonathan deWerd <<a href="mailto:jjoonathan@gmail.com">jjoonathan@gmail.com</a>><br>
>>> > wrote:<br>
>>> >><br>
>>> >> This week was largely eaten up by a task that I thought would be a<br>
>>> >> quick<br>
>>> >> copy/paste job but turned into a morass of debugging math code.<br>
>>> >> Fortunately<br>
>>> >> that part is done -- and the result is much prettier smooth curves:<br>
>>> >><br>
>>> >> <a href="http://wiki.blender.org/index.php/User:Jjoonathan/New_NURBS_Eval" target="_blank">http://wiki.blender.org/index.php/User:Jjoonathan/New_NURBS_Eval</a><br>
>>> >><br>
>>> >> Progress This Week:<br>
>>> >> * Finished the new evaluation code. Key features:<br>
>>> >> * Computes any number of partial derivatives analytically<br>
>>> >> * Immediate application 1: compute normals analytically = it looks<br>
>>> >> smooth<br>
>>> >> again :)<br>
>>> >> * No nasty lighting artifacts near trim edges<br>
>>> >> * No seams where curves touch/loop due to calculating normals at<br>
>>> >> polygon<br>
>>> >> corners<br>
>>> >> * Immediate application 2: handle (literal) edge cases of eval points<br>
>>> >> lying on knots correctly<br>
>>> >> * Immediate application 3: uses 1/2 as many divisions, so possibly<br>
>>> >> it's<br>
>>> >> faster, although I didn't check<br>
>>> >> * Future application: computing error bounds<br>
>>> >> * Performed extensive verification of the new eval code<br>
>>> >> * Mesh points coincide with Rhino surfaces<br>
>>> >> * All 1st, 2nd (partial) derivatives agree with Mathematica's NURBS<br>
>>> >> implementation (direction, amplitude correct).<br>
>>> >> * Made progress on the trim curve tessellator.<br>
>>> >> * NOTE: last week I mistakingly said that I had finished the trim<br>
>>> >> curve<br>
>>> >> tessellator when I actually meant to say that I had finished the<br>
>>> >> surface<br>
>>> >> tessellator.<br>
>>> >> * Refactored the import code so that it can make detatched curves<br>
>>> >> * Adjusted memory management & blenloader<br>
>>> >> * The trim curve tessellator isn't a sticking point, I only got around<br>
>>> >> to<br>
>>> >> working on it again today. The eval code was the sticking point.<br>
>>> >><br>
>>> >> Things that were done that don't officially constitute progress:<br>
>>> >> * Spent Thursday finishing rotation surface & interpolation surface<br>
>>> >> chapters in P&T<br>
>>> >><br>
>>> >> Things that must be done before I can import the sample .3dm files:<br>
>>> >> * Finish the trim curve tessellator<br>
>>> >> * Rotation surfaces<br>
>>> >><br>
>>> >> Things I could use help on:<br>
>>> >> * Does anyone know of good example code for making a BMesh out of<br>
>>> >> n-gons?<br>
>>> >> N-gons would make the meshes produced by Alt+C *much* cleaner.<br>
>>> >><br>
>>> >><br>
>>> >><br>
>>> >> On Jul 19, 2014, at 1:28 PM, claas kuhnen <<a href="mailto:info@ckbrd.de">info@ckbrd.de</a>> wrote:<br>
>>> >><br>
>>> >> So agree I am very excited about this<br>
>>> >><br>
>>> >> On Jul 19, 2014 1:27 PM, "Sergey Sharybin" <<a href="mailto:sergey.vfx@gmail.com">sergey.vfx@gmail.com</a>><br>
>>> >> wrote:<br>
>>> >>><br>
>>> >>> Seems to be rather nice progress. Would be cool if all the bits are<br>
>>> >>> committed and some .blend in shared which demonstrates the stuff.<br>
>>> >>><br>
>>> >>><br>
>>> >>> On Sat, Jul 19, 2014 at 4:31 PM, Jonathan deWerd<br>
>>> >>> <<a href="mailto:jjoonathan@gmail.com">jjoonathan@gmail.com</a>><br>
>>> >>> wrote:<br>
>>> >>>><br>
>>> >>>> Progress:<br>
>>> >>>> * Finished code to tessellate trim curves!<br>
>>> >>>> see:<br>
>>> >>>> <a href="http://wiki.blender.org/index.php/User:Jjoonathan/NURBS_In_Blender" target="_blank">http://wiki.blender.org/index.php/User:Jjoonathan/NURBS_In_Blender</a><br>
>>> >>>> * Rewrote knot code to match the conventions in the math literature,<br>
>>> >>>> tested for compatibility by comparing meshes<br>
>>> >>>> * Worked on adapting a better NURBS evaluation algorithm that can<br>
>>> >>>> produce first and second derivatives (for normals and error bounds,<br>
>>> >>>> respectively).<br>
>>> >>>> it's still buggy.<br>
>>> >>>> * Worked further on the NurbEdge interface to handle imported trim<br>
>>> >>>> curves<br>
>>> >>>> still working on code to match endpoints that are separated<br>
>>> >>>> in<br>
>>> >>>> UV space but coincide in R3 due to either wrapping in UV space<br>
>>> >>>> (cyclic<br>
>>> >>>> NURBS) or coving<br>
>>> >>>><br>
>>> >>>> Todo:<br>
>>> >>>> * Finish tracking down the NaN-producing bugs in the new surface<br>
>>> >>>> evaluator<br>
>>> >>>> From there, should be easy to implement good normals<br>
>>> >>>> * Finish NurbEdge so that it at least handles wrapping in UV space.<br>
>>> >>>> This<br>
>>> >>>> will allow importing of most .3dm files.<br>
>>> >>>> * Implement revolution surfaces.<br>
>>> >>>> Demo Claas's hairdryer model!<br>
>>> >>>><br>
>>> >>>> On Jul 12, 2014, at 11:14 AM, Jonathan deWerd <<a href="mailto:jjoonathan@gmail.com">jjoonathan@gmail.com</a>><br>
>>> >>>> wrote:<br>
>>> >>>><br>
>>> >>>> > (Apologies if this is a duplicate email. I see a copy of this<br>
>>> >>>> > email in<br>
>>> >>>> > gmail's "sent" folder but I don't see one in my inbox, so I'm<br>
>>> >>>> > sending<br>
>>> >>>> > again.)<br>
>>> >>>> ><br>
>>> >>>> > Progress:<br>
>>> >>>> > * Finished the code that traverses BReps from 3dm files and cuts<br>
>>> >>>> > them<br>
>>> >>>> > into surfaces<br>
>>> >>>> > * 2D Trim curves import as Nurb objects that are appended to a<br>
>>> >>>> > NurbList in their parent surface<br>
>>> >>>> > Just curves currently, I still have to get multi-part loops<br>
>>> >>>> > working<br>
>>> >>>> > Also they don't seem to be preserved by DNA even after<br>
>>> >>>> > calling<br>
>>> >>>> > makesdna...<br>
>>> >>>> > * Moved surf_gridmesh into bf_blenkernel, promoted curve.c to<br>
>>> >>>> > curve.cpp (for future OpenNurbs use), fixed a few small bugs that<br>
>>> >>>> > caused,<br>
>>> >>>> > moved the GLUT debug code into blender/tests, convinced CMake to<br>
>>> >>>> > build and<br>
>>> >>>> > link it<br>
>>> >>>> > * Wrote, debugged the method that builds the displist from the<br>
>>> >>>> > gridmesh<br>
>>> >>>> > * Timed it, see pretty graph a few emails back<br>
>>> >>>> > * Started writing NurbEdge structure to handle in general the<br>
>>> >>>> > sewing<br>
>>> >>>> > of trim edges and cyclic edges (e.g. so that spheres don't have<br>
>>> >>>> > seams)<br>
>>> >>>> ><br>
>>> >>>> > Next up:<br>
>>> >>>> > * I still need to finish the code that tessellates the trim<br>
>>> >>>> > curves. I<br>
>>> >>>> > didn't get much time to work on it today, so I'm planning to work<br>
>>> >>>> > on it<br>
>>> >>>> > tomorrow as well.<br>
>>> >>>> > * Get trim curves to load/save from .blend files by figuring out<br>
>>> >>>> > what<br>
>>> >>>> > I'm doing wrong with makesdna<br>
>>> >>>> > * Finish NurbEdge interface for defining edges to sew, get it in<br>
>>> >>>> > DNA<br>
>>> >>>> > as well<br>
>>> >>>> > * Use NurbEdge to implement revolution surfaces<br>
>>> >>>> ><br>
>>> >>>><br>
>>> >>>> _______________________________________________<br>
>>> >>>> Soc-2014-dev mailing list<br>
>>> >>>> <a href="mailto:Soc-2014-dev@blender.org">Soc-2014-dev@blender.org</a><br>
>>> >>>> <a href="http://lists.blender.org/mailman/listinfo/soc-2014-dev" target="_blank">http://lists.blender.org/mailman/listinfo/soc-2014-dev</a><br>
>>> >>><br>
>>> >>><br>
>>> >>><br>
>>> >>><br>
>>> >>> --<br>
>>> >>> With best regards, Sergey Sharybin<br>
>>> >>><br>
>>> >>> _______________________________________________<br>
>>> >>> Soc-2014-dev mailing list<br>
>>> >>> <a href="mailto:Soc-2014-dev@blender.org">Soc-2014-dev@blender.org</a><br>
>>> >>> <a href="http://lists.blender.org/mailman/listinfo/soc-2014-dev" target="_blank">http://lists.blender.org/mailman/listinfo/soc-2014-dev</a><br>
>>> >>><br>
>>> >> _______________________________________________<br>
>>> >> Soc-2014-dev mailing list<br>
>>> >> <a href="mailto:Soc-2014-dev@blender.org">Soc-2014-dev@blender.org</a><br>
>>> >> <a href="http://lists.blender.org/mailman/listinfo/soc-2014-dev" target="_blank">http://lists.blender.org/mailman/listinfo/soc-2014-dev</a><br>
>>> >><br>
>>> >><br>
>>> >><br>
>>> >> _______________________________________________<br>
>>> >> Soc-2014-dev mailing list<br>
>>> >> <a href="mailto:Soc-2014-dev@blender.org">Soc-2014-dev@blender.org</a><br>
>>> >> <a href="http://lists.blender.org/mailman/listinfo/soc-2014-dev" target="_blank">http://lists.blender.org/mailman/listinfo/soc-2014-dev</a><br>
>>> >><br>
>>> ><br>
>>> ><br>
>>> ><br>
>>> > --<br>
>>> > With best regards, Sergey Sharybin<br>
>>> ><br>
>>> > _______________________________________________<br>
>>> > Soc-2014-dev mailing list<br>
>>> > <a href="mailto:Soc-2014-dev@blender.org">Soc-2014-dev@blender.org</a><br>
>>> > <a href="http://lists.blender.org/mailman/listinfo/soc-2014-dev" target="_blank">http://lists.blender.org/mailman/listinfo/soc-2014-dev</a><br>
>>> ><br>
>>> _______________________________________________<br>
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>><br>
>><br>
>> _______________________________________________<br>
>> Soc-2014-dev mailing list<br>
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>> <a href="http://lists.blender.org/mailman/listinfo/soc-2014-dev" target="_blank">http://lists.blender.org/mailman/listinfo/soc-2014-dev</a><br>
>><br>
><br>
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