View Full Version : new poly-based fillet and rounding technique
chris_b 04-03-2004, 06:22 PM Jürgen Meier has a new section on his site detailing some very impressive polygon-based filleting techniques. The meshes are extremely clean and seem to work perfectly with HN subdivision.
There are plugins available at the links below. Unfortunately it is all in German, and there is some heavy math... but maybe somebody here could have a look and make some sense of it.
http://www.3d-meier.de/tut9/Bilder/Bild36.gif
http://www.3d-meier.de/tut9/Bilder/Bild33a.jpg
http://www.3d-meier.de/tut9/Seite0.html
tp://www.3d-meier.de/tut9/Seite300.html
|
|
mikeh64
04-03-2004, 08:14 PM
wow - that looks amazing.
I am so curious to hear what the resident C4D programmers have to say. I know nothing about programming, and very little about math, so all I can say is wow.
I have always wondered if this type of rounding would be possible/feasible - as we are always lots of math (behind the interface) in 3D.
Those who understand, please chime in with your thoughts, and more information and perspective for all of us.
m
kromekat
04-03-2004, 09:38 PM
Ooh - that looks handy! :)
InTheCity
04-03-2004, 11:30 PM
Very interesting, but not the easiest plug-in in the world to use.
ronhondo
04-04-2004, 12:09 AM
WOW also
I second all of mikeh64 's appeal for programmer's input on these meshes. Ah, it's the fillet problem that I run into a couple of time a month. The German language AND the math are like "Greek" to me also.
I DL'd the models too, and applying the MS loop tools (katana and slide) to the the cylinder gave (to me) unexpected results, which I found interesting.
I would have expected the new loop to be a circle as on the top.....
Or, perhaps it's cause I am just learning MS...
http://irondavis.com/d040403_test2.gif
Will try the COFFE plug-ins now.
/ron
neilyb
04-04-2004, 10:37 AM
Well I can make sense of the German...but that math?? Nice effects though, just goes to show Cinema needs quite a few additions to fill a few gaps!
mt_sabao
04-05-2004, 02:58 PM
would be terrific to see C4Dīs BOOLE doing this kind of thing, no?
LucentDreams
04-05-2004, 04:36 PM
Originally posted by mikeh64
wow - that looks amazing.
I am so curious to hear what the resident C4D programmers have to say. I know nothing about programming, and very little about math, so all I can say is wow.
I have always wondered if this type of rounding would be possible/feasible - as we are always lots of math (behind the interface) in 3D.
Those who understand, please chime in with your thoughts, and more information and perspective for all of us.
m
Not sure what your asking for from the programmers, I mean the guy made this into a plugin already. Of course its possible feasible, I mean hey look he already has a plugin for it.
LucentDreams
04-05-2004, 04:39 PM
Originally posted by mt_sabao
would be terrific to see C4Dīs BOOLE doing this kind of thing, no?
It can....
...the thing is you have to make your geometry match up perfectly for it to work, one too many edges or an edge that doesn't line up and your screwed. The only reason this guys works like this is because he makes the curbes for the intersection abd bevel, and then makes the geometry
mikeh64
04-05-2004, 05:00 PM
kai asks: "Not sure what your asking for from the programmers, I mean the guy made this into a plugin already. Of course its possible feasible, I mean hey look he already has a plugin for it."
What I am asking is what if I have something other than 2 cylinders? (as far as I can tell his plugin will only deal with 2 cylinders)
Could this person's approach be fleshed out to include any 2 shapes?
thanks
LucentDreams
04-05-2004, 11:13 PM
why not simply use a projected spline instead of dealing with all the math?
Erik Heyninck
04-05-2004, 11:21 PM
In fact what he says is that where two cilinders cross, a mathematical curve is created. When you know this curve, you can arrange your polys/edges so the crossing can be done perfectly.
You do not need the math as it is used to prove his point.
sketchbook
04-06-2004, 12:25 AM
Originally posted by ronhondo
I DL'd the models too, and applying the MS loop tools (katana and slide) to the the cylinder gave (to me) unexpected results, which I found interesting.
I would have expected the new loop to be a circle as on the top.....
Or, perhaps it's cause I am just learning MS...
http://irondavis.com/d040403_test2.gif
Will try the COFFE plug-ins now.
/ron
this is not all that unexpected. in MS, whenever you manipulate points and polygons, the corresponding loop that MS makes will be created depending on those manipulations. for instance if you make a box, make it editable, and then make one of the top edges slanted --- the loop that MS makes when cutting this block into halves will be also somewhat slanted.
that being said - i would think it would be cleaner than that - but definitely i know it should not be a perfectly clean loop matching the top. that would not make sense. you can always select that loop and set value of all points.
dfaris
04-06-2004, 12:33 AM
Ok so has anyone used the plugs? How does it work? do you have to type in values? Do you just select edges and it makes the cut? Do the plugs work if you are usiing an english C4D?
Whats the deal?
Zimbo
04-09-2004, 09:25 PM
This is is a bit off topic, but I just wanted to point out that the types of operations discussed above are trivial in that other modeling application: Form*Z. My point is not to say anything bad about C4D (I love it) or this plug-in (it looks like an awesome piece of code). My point is that I have seen some negative comments both in this forum as well as other about Form*Z. I just wanted to make a positive plug for Z in a relevant thread. I agree that it might not be the easiest package to learn, and that some my find the interface quirky. But modeling these kind of sophisticated and detailed objects is where Z really shines. Rounding an irregular interface between two objects with a varying radius fillet is a single click operation. The image below took me about 10 minutes in Z (and I am far from a power user).
Just to reiterate, I'm not trying to say one application is better than the other, I used both regularly in my work flow. Nor am I saying you shouldn't check out this plug-in. I am saying that if you are regularly under the gun to model this kind of precision stuff, you should really check out Z (and animate in C4D of course).
CGTalk Moderation
01-17-2006, 10:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.