View Full Version : subsurf of imported mesh looks weird
hanswilblender 05-18-2007, 01:55 PM subsurf from imported mesh compared to subsurf of original blender mesh:
http://www.hhdesign.nl/subsurfproblem.jpg
This image contains 2 balls. The ball on the left is imported via a dxf file, the ball in the right is created wirh Blender. Both of them are subsurfed. The ball on the right is correct. But the ball on the left seems very odd because of al the holes. I would like it to be the same as the ball on the right. How can I achieve that?
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enricocerica
05-18-2007, 08:59 PM
Hi, I had the same problem importing from Inkscape or from Daz3d, to solve the problem I simply select all the vertex (in edit mode) and used the remove double button. Indeed, some imported objects have duplicate vertex or non linked faces. Hope this can help.
hanswilblender
05-21-2007, 10:51 AM
I have tried your suggestion and it helps a lot. For some imported items the cure is 100%, for others it still is not a complete solution. Playing around with the limit for remdoubles makes a large difference but sometimes it seems that too much of the vertex are taken away and thus create other artefacts.
Thanks anyway for your reply. I will keep on playing with it.
FreakyDude
05-21-2007, 01:11 PM
DXF files don't give the most clean files imo. not for what I've tried anyhow, not just in blender, but in the old max days as well. try another format if possible.
play with the rem doubles indeed. in case of doubt, when you see artifacts around a spot, try this, select the vertex you want to be sure is there in the end, then lasso select everything around it (where there might be accidental vertex, then press alt m, merge first.
if there where vertex that shouldn't be at that spot, they are now gone.
Edit: off course you don't need to select everything just to do a remove double. try different areas with different tolerances if you think you need it.
hanswilblender
05-24-2007, 09:39 AM
I too have found that DXF files can be very "dirty" and cleaning them in a way you suggest is possible but in my case not really doable because of the sheer numbers of vertexes to be processed. Changing the original file outside of blender and in such a way changing the DXF file, produced something which gave a better result in Blender. However, the Alt M suggestion was really helpful. Thanks for that.
Postbote
05-24-2007, 04:12 PM
My Porblem is that the subsurf Button not exist?!
i can see him in toturials an screens but when i open my Blender i search and search and can't find it on the place it shuold be...
teamcarlisle
05-24-2007, 10:55 PM
Sometimes I get that same exact problem when creating meshes in blender. Sometimes it happens to me when I have a mesh with the subsurf modifier and the EdgeSplit modifier applied to the same object. Maybe the imported DXF files have some kind of hard edge setting that needs to be fixed. Just a thought.
hanswilblender
05-25-2007, 07:05 AM
In Blender 2.44 subsurf is a modifier. You can find it by selecting the object to modify and press F9. In the buttons window you shouls see a tab called Modifiers with a button Add Modifier. Clicking that button shows a menu with Subsurf in it.
MynPheos
05-27-2007, 10:33 AM
teamcarlisle: The EdgeSplit splits the mesh, it is its purpose. Not good as Auto Smooth, if you want use SubSurf then.
hanswilblender: The DXF seems good, tried to export from Blender and then import back, worked well. It may be the exporter of the application you used, that made double vertices.
MynPheos
05-28-2007, 06:14 AM
hanswilblender: It seems that the problem in the application you exported from. It just created a bunch of unconnected faces and after adding subsurf in blender it has holes.
teamcarlisle: The EdgeSplit actually breakes the mesh in parts, based on their angles. It is not good to try to "simulate" smoothin groups, which are missing in blender sometimes...
FreakyDude
05-28-2007, 08:03 PM
Actually the edgesplit modifier has been a lifesaver for me for my work here.
Though I can think of smoothing groups being used in the same manner as vertex groups (for for instance hair or weight painting) in the future.
But then again, in max, it could be tedious to organise smoothing groups. And come to think of it, if you model and set your groups with a little care it is much more of a hassle the max way than just applying an edgesplit modifier.
my 2 cents anyway.
hanswilblender
05-29-2007, 10:32 AM
Grabbing a single face from the imported DXF indeed shows it is not connected to any other face. Remdoubles joines vertexes which are close enough, effectively connecting faces together. Grabbing a single face after remdoubles also changes the faces around it, showing they are connected. Subsurfing after remdoubles workes, but not always the way I expected. After some searching in the meshes at the points of failures I have found the reason for this: inside the mesh there were a lot of faces which connects other faces together which should not have been connected together. Removing those faces before subsurfing solves the problem completely.
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