View Full Version : Does Blender support NGONS ?
kilon 02-04-2009, 07:59 AM I tried the Knife , but it seems that Blender does not support NGONS ? Am I missing something here ? Sorry for my ignorance I am coming from XSI and Zbrush and would really like to replace these two packages with Blender. I used NGON quite regularly in XSI and would really like to use them again.
In case Blender does not have NGONS how can I compensate for this ? Maybe there is a script doing something similar ?
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CGIPadawan
02-04-2009, 08:35 AM
I believe Blender does not support NGons.
I'm not sure why people need it though, I mean, aren't quads considered the best for topology and deformations?
Blender can use Tris.
So maybe you can try that.
But Blender works best with Quads. I have yet to come across something that cannot be done as all quads.
blender will get ngons once the new mesh structure is fully integrated(its currently WIP).
the current mesh structure, NMesh does not support NGons, but BMesh will,
there are quite a few threads discussing BMesh on blenderartists.org,
here are a few of the later ones to read, if you've got the time and interest:
http://blenderartists.org/forum/showthread.php?t=135558&highlight=bmesh
http://blenderartists.org/forum/showthread.php?t=144553&highlight=bmesh
kilon
02-04-2009, 08:51 AM
I'm not sure why people need it though, I mean, aren't quads considered the best for topology and deformations?
Yes and no. Quads do not create any problems while NGONS can create seams in some cases, but ngons have become a standard in 3d cause you no longer have to worry about topology when you put more polygon in detail area and less polygons in areas that do not need extra detail. Doing the same with quads and tris is a big pain.
All major pro 3d sofware supports NGONS .
Blender can use Tris.
So maybe you can try that.
Absolutly NOT. I come from old 3d studio DOS days when there was no polygon modelling and everything was triangles it was a huge pain.
But Blender works best with Quads. I have yet to come across something that cannot be done as all quads.
"easier" is the key word here ;)
kilon
02-04-2009, 08:52 AM
blender will get ngons once the new mesh structure is fully integrated(its currently WIP).
the current mesh structure, NMesh does not support NGons, but BMesh will,
there are quite a few threads discussing BMesh on blenderartists.org,
here are a few of the later ones to read, if you've got the time and interest:
http://blenderartists.org/forum/showthread.php?t=135558&highlight=bmesh
http://blenderartists.org/forum/showthread.php?t=144553&highlight=bmesh
Thank you so much for the link and the answer , you made my day !
Alekzsander
02-04-2009, 12:48 PM
well i have the same problem too kilon :,( .
and thanks fktt for the link ;)
kilon
02-04-2009, 01:13 PM
well i have the same problem too kilon :,( .
and thanks fktt for the link ;)
Check for F-GONS (Fake N-GONS) , just select the faces you want to hide the edges and press F. It does not work smoothly for organic modelling though cause it creates ugly seams as soon as you subdivide the mesh so be careful.
Quads do not create any problems while NGONS can create seams in some cases
hmmh, just out of curiosity what are the seams you are talking about,
or do you mean the 'poles' in the dead center of the n-gon's?
just asking because I'm writing a little article on using tris & n-gon's in subD modeling
(I mean in a smart way, of course)...
kilon
02-04-2009, 04:09 PM
hmmh, just out of curiosity what are the seams you are talking about,
or do you mean the 'poles' in the dead center of the n-gon's?
just asking because I'm writing a little article on using tris & n-gon's in subD modeling
(I mean in a smart way, of course)...
Explanation ?
Hmm .....
I have something alot better, how about showing you EXACTLY what I mean. How about a nice video tutorial.
Check this out for all subdivision artifacts including NGONS.
http://vimeo.com/2158706?pg=embed&sec=2158706
I think it is a "MUST ADD !!!" link for your tutorial.
ah, I see so it is after all the pole that is the cause of what you meant. :)
and yeah, the videos from guerillacg are awesome. :)
I'm not sure why people need it though, I mean, aren't quads considered the best for topology and deformations?
Not necessarily. In many cases a NGON, say a pentagon, will subdivide better with catmull clark than a quad and a triangle. The ngon will have equally spread out subpolys, whereas the pentagon with the inner edge will not subdivide nicely.
Workflow wise, having NGONs saves the artist from a lot of cleanup work by letting him decide his own edge flow. For instance after beveling or boolean operations.
Proper edge flow is not necessarily quads, and should be left to the artist, not be a technical limitation. I dont understand why some blender artists are so resistant to having NGONs in Blender; its one of blender's major pitfalls.
Check for F-GONS
I dont understand this feature. Its useless, it just hides an edge. It doesnt change the subdivision result at all.
I cant wait till they implement NGONs!
kilon
02-04-2009, 05:26 PM
ah, I see so it is after all the pole that is the cause of what you meant. :)
and yeah, the videos from guerillacg are awesome. :)
yeah sorry should have read your post more carefully. My English is not top notch.
I cant wait till they implement NGONs!
me too! I cannot understand all those people who say they do not need NGONS! It makes life alot easier....
Not necessarily. In many cases a NGON, say a pentagon, will subdivide better with catmull clark than a quad and a triangle. The ngon will have equally spread out subpolys, whereas the pentagon with the inner edge will not subdivide nicely.
Workflow wise, having NGONs saves the artist from a lot of cleanup work by letting him decide his own edge flow. For instance after beveling or boolean operations.
thought id add this image as means to illustrate the whole affair a bit better:
http://i44.tinypic.com/fay80i.jpg
the bottom polygons showcase how the topmost polygons subdivide with CC
(without smoothing, only division showcased).
Proper edge flow is not necessarily quads, and should be left to the artist, not be a technical limitation.
Agreed.
I dont understand why some blender artists are so resistant to having NGONs in Blender; its one of blender's major pitfalls.
Even though I've been one of those who used to say n-gons aren't needed(ok I suppose they aren't),
I too can't understand those who seem to actually fight against them. :/
That said though, there are more than plenty of blender users and (id even say more than)
most wouldn't at all mind having them, cause they just make modeling so damn much more efficient. :)
I dont understand this feature. Its useless, it just hides an edge. It doesnt change the subdivision result at all.
I cant wait till they implement NGONs!
I've got to agree, though it would be at least a little useful if one could at least group groups of polygons with inner vertices in them, under those.
Alekzsander
02-05-2009, 05:35 PM
hi blender users , im new in this program .
But i have a question?
Blender is gonna implement NGONs in the next version ?.
Is gonna be a great news for us :) see you friends
Blender is gonna implement NGONs in the next version ?.
its in development, but nothing's certain, depends if it's finished on time.
KristopherLee
02-05-2009, 06:45 PM
I hate the "why use ngons" debate. Why should it even be a question? I use them and I don't. If I use an NGON, it's because, for example, if I'm modeling a head, I will often poly model it as I go, but then if I get to a section on the face like a cheek or temple area, I will just select the whole border and fill the gap with one massive NGON. (in maya)
Then I will cut that ngon up into the proper flow. It's just faster sometimes to fill it, and connect it all up, quick quick chop chop! :arteest:
I love Blender, although I work primarily in Maya. I do ALL of my unwrapping in Blender. I use all Blender fluids and once I can get a decent cut tool (for I hate that "knife" thing.. something about Blender deciding where it wants to put the extra edges erks me), I would possibly leave Maya for only client work and switch completely to Blender for my side work.
:thumbsup:
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