Quad Chamfer modifer

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Old 05 May 2012   #16
Quad Chamfer modifier 1.05 released
- Adds a Quad Ends option to remove n-gons and the end of some chamfered edges
- Adds ability to assign a material id to the faces created by the chamfer
- Adds a Invert Open chamfer option to keep only the faces created by the chamfer

http://www.youtube.com/watch?v=KBoujqQI0oM
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mariussilaghi.com
 
Old 05 May 2012   #17
Quad Chamfer modifier 1.06 released

Changes for v1.06 are:
- Adds ability to select between Min, Average and Max interpolation in Chamfer by Edge Weights mode
- Fixes some bugs in Chamfer by Edge Weights mode
http://www.youtube.com/watch?v=_ivz38h_BOY
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mariussilaghi.com
 
Old 05 May 2012   #18
Quad Chamfer modifier 1.08 released

Changes for v1.08 are:
- Adds ability to push outwards or inwards the edges of the chamfer at iteration 1 or higher
- Fixes some Chamfering by Edge Weights bugs

http://www.youtube.com/watch?v=yJ9xM-oNJ4M
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mariussilaghi.com
 
Old 05 May 2012   #19
Thumbs up

Outstanding work Marius! Thank you very much,
and congrats on the brilliant work !
 
Old 05 May 2012   #20
Quad Chamfer modifier 1.09 released

joshpurple Thank you!

Changes for v1.09 are:
- Adds ability to inset the polygons created by the chamfer allowing for stylistic effects in combination with the push option

http://www.youtube.com/watch?v=FAsfq2CbVrs
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mariussilaghi.com
 
Old 05 May 2012   #21
Thank you very much for this great plugin. It will be a tremendous help in modelling technical objects.

Feature request 1:
It would be great to get a better order of the new unwrap seams around the chamfer area. Currently the new seam goes a bit crazy whenever I have a texture seam at the soon-to-be-chamfered edge.

Feature request 2:
Maybe some kind of automatic unwrapping aid? Like relaxing of the new seam-area chamfer polygons?

These are very important if you want this plugin to work as a non-destructive, easily modifiable plugin.

Thank you again for your tremendous work, and for providing the plugins in so affordable price.
 
Old 05 May 2012   #22
Quad Chamfer modifier 1.10 released

Thank you ebbe. I will look into this issues and try to solve them in the future.

Changes for v1.10 are:
- Adds a "Push 2", a "Pinch" and a "Slide" option for controlling the the edges created by the inset function
- Improves the results of "Quad Intersections" and "Quad Ends" options
- Adds option to select the smoothing group of the faces created by the chamfer

http://www.youtube.com/watch?v=qiFOX2B08aM
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mariussilaghi.com
 
Old 05 May 2012   #23
I was just thinking about this plugin earlier and nice to see it's been updated recently.

I was also looking at the Smooth Edges plugin...


Nice work, good products for both ends of the spectrum from low poly game stuff out to the highest quality sub-d!


Cheers

Dave
 
Old 06 June 2012   #24
Update!

Changes for v1.12 are:
- Adds a "Chamfer Corners" option
- Adds ability to chamfer vertex selections
http://www.youtube.com/watch?v=IP2nYhOSPxo
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mariussilaghi.com
 
Old 06 June 2012   #25
Thumbs up

Outstanding Marius ! Great job, and Thank you!
 
Old 06 June 2012   #26
Very nice :-)

Do you think the vertex selection mode could support vertex weights?

Also along those lines, how about splitting the "Edge Weights" mode into two modes, "Edge Selection (Edge Weights)" and "Edge Selection (Vertex Weights)" - that might be the solution to specify different chamfer widths for every vertex along an edge selection. Both modes require an edge selection to work, of course, while the first mode uses the weights of the (selected) edges, whereas the second mode uses the weights of the vertices along the selected edges.

Last edited by Laserschwert : 06 June 2012 at 01:42 AM.
 
Old 07 July 2012   #27
Laserschwert post your request on my new forum so I have a better overview of what needs to be done http://www.mariussilaghi.com/forum/index.php .

Changes for v1.13.
- The UI has been redesigned.
- Added ability to save and load presets.
- Added ability to use Round Shading at iteration 0 to make the chamfer look round without adding extra geometry.
- Added a new Face Selection chamfering type.
- The Material Id can be set a zero now so that the new faces inherit the Material ID of the old faces.
- Fixed a bug when chamfering large n-gons with holes in them.
- Fixed a bug that occurred when the cut tool was used on edges that were being chamfered by their edge weights.

http://www.youtube.com/watch?v=jMgd7RrWgww
__________________
mariussilaghi.com
 
Old 07 July 2012   #28
Originally Posted by obliviboy: Laserschwert post your request on my new forum so I have a better overview of what needs to be done http://www.mariussilaghi.com/forum/index.php .

Looks like Fonte Boa already did request that feature as well

Also the "Round Shading" feature is just incredible! Is it somewhat based on the Average Normals script? I was always wondering why those kinds of smoothing weren't included in 3dsmax to begin with...
 
Old 07 July 2012   #29
Just to share with all you a cool experiment with 1.13 Quad Chamfer release,
which is fantastic. The video intends to show the new "chamfer by face selection" possibilities.

http://youtu.be/z4DrRBvtFQg

Laserschwert,
i am not sure if we are requesting the same thing.
Vertice weight already affects the edge weight area, but just to pinch it.
The end edges of an open edgeloop remain with the same weight value, from one vertex to the other.
The request is to vertice weight increase/decrease just the respective half edge weight
creating in that edge a ramp chamfer, if i can say so.

Imagine a single edge with a weight value = 1.
Now imagine user could (by using vertice weight under quadchamfer)
set one end of this edge with weight value = 0
and the other one with a wight value = 1.
The result would be an edge which weight varies from 0 to 1,
generating a "ramp".


The video is just to illustrate the idea (bump the beginning, please):
if user wants to attenuate (without relax/contract) the mouth corners
(keeping all its contour edges selected),
there are few alternatives (at the end of video i experiment some of them).

If quadchamfer could attenuate that final edge weight
from its 1st vert (= 1) to its 2nd vert (= 0)
(creating that ramp)
by using the appropriate vertice weight (sliding it to zero),
i think it would be possible to get a very cool result.

http://youtu.be/PejsfpcCHvs

Great work as always, mr. Silaghi!
 
Old 07 July 2012   #30
At least I think it's very similar to what I imagine.

Having the vertex weights basically as a "multiplier" for the edge weight. That way the edges could all be set to a weight of 1, while the vertices along that edge selection might range from 0.1 to 10, to get a growing chamfer widths long several edges. A weight of zero would of course generate no chamfering at all, thus creating triangles where the chamfer transitions into the non-chamfered area, so that's probably not desirable.
 
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