Texture issue with Encage plugin


#4

oh forgot to mention this weird thing only happen to group with UV maps… if i’m not mistaken.

:slight_smile:


#5

Ola Tomas & Loon,

I uploaded 2 more images to show the tesselation before and after encage was applied.
Tomas, I did some tests increasing the “use smooth radius” value and this is what I find out :

the higher the “smooth radius” value, the more deformation is showed in the checker map.
At value 0.2, the checker looks perfect, but the head mesh looks facetted…

Any other suggestions are most welcome !

  • Bert

#6

hey Bert,

Its difficult to guess, because the prj which I had with the same prb I dont have it anymore in my HD…
Post it with the texture… I will try to take a look.

Tomas


#7

Hi Bert,

the Encage problem I had are involve UV Map, if you are not using UV Maps, than skip this…

I did a quick test and try to reproduce the problem I face before. I test with 3 different Cylinder meshes- quad only, quad mix triangle, and triangle only.

as you can see the quad mix with triangle produce a weird look while the triangle mesh only produce minor distortion.

Try render in polygon outline, it will show a resulting Encage subdivision, I happen to face a Encage fully quad preview in EI, but render in mix of quad and Triangle.


#8

Shouldnt SDS be quads to begin with?

Cj


#9

It should be able to to both tris and quads. But having UV to begin with is not very practical. Bert why dont you use a projection map,see if it works for you ? Yor model is converetd to fact so it will be very hard not to have any tri polys. I havent found the way to tell EI to convert to quad only.
Edgard


#10

definitely CJ! but sometime there is issue beyond our control, like the model given by client or fact conversion problem.

I found the model I create years ago, that transporter fail to do the job, the fact looks all quad in EI, but render is different story.

my advice is don’t use transporter if you want to use encage, try save your model to fbx, in other application, than bring into EI…


#11

Oh i thought it could work with all tye of polys tri,quad,nth gueas i was wrong. But dont yu need OBJ2FACT to import your odel into EI? That is the only way i have read that people usually do it.


#12

If you use the loop SDS method in Encage I think everything is converted to triangles anyway.

If GI is involved in a render (and perhaps even just normal RT) Camera will triangulate every quad and ngon in all models at render-time. Ray-tracing - especially GI - does not ‘like’ anything but Triangles.

Best,
Ian


#13

Hi Edgard, poor little PC user didn’t have O2F, but I notice fbx do the job nice and flawlessly. :slight_smile:


#14

Poor little PC users instead have Polytrans ;);):wink:

Ian


#15

opps! you caught me on this Ian! :slight_smile:
but poor little pc user is not rich either, and he notice the free Blender :cool: fbx export is able to do the job very well, so he totally forgot about Polytrans.


#16

Does it supports projection Maps or you have to use UV for exporting as FBX,i tried with C4D pass this thru Transporter and it is not able to do it, so any suggetions ?

+Thanks, i mean FBX is commonly used but at the same time i havent been using it for quite a while so what can be included if i export an FBX and what is the best method to get it into EI,can i do it thru Transporter or i need to buy OBJ2FACT?


#17

FBX can be loaded directly into EIAS.

Regards
Stefan


#18

Thanks everyone for all of your helpful suggestions.
Tomas, I zipped up my project and put it on my server.
Feel free to take a look at it any time.

http://www.silverbullet3d.com/misc/dummy_proj.zip

In the meantime I feel pretty much dazzled by all of this.
I do not own OBJ2FACT, however I do have FormZ.
Unfortunately the latter doesn’t export to FBX…

As you can see in earlier attached jpegs, this head model doesn’t seem
to have any triangled polys, that’s what bothers me the most.

Still working with EIAS 6.6.2 on a Mac osX 10.4.11
(Planning on upgrading to v7 today, taking advantage of Phil’s May Special discount)

Cheers, Bert


#19

I read the manual but it only says that the Motion Builder doesnt export geometry when exported to solve this you must do a save as command. But i dont have these option in C4D. Have you have any experienced bringing models without using OBJ2FACT from C4D?
C4D only exports FBX,so what will be a possible solution is to save it as an object .OBJ open it in Blender and save as FBX ? i am guessing here.That is kind of a headache.


#20

Hi Edgard,

the reason I use blender, because I want UV tools, and silo doesn’t support “multiple UV space”, so Blender is amazing free software to cover that part.

the reason I use FBX, because transporter doesn’t convert obj file nicely, combine with Encage is a nightmare, worst comes to worst there is no PC version of O2F. since EI can open FBX, and Blender can export it, and the UV model bring into EI work flawlessly with Encage, so Blender and FBX are like dream team to me.

Don’t get confuse with my workflow, since C4D can do UV map, and it do export FBX, you can skip blender actually. If you don’t want to use FBX, maybe O2F is the answer for you, but I don’t own C4D and O2F, I’ll let other people to handle that.

Are you having troble when EI open FBX export from C4D?
are the UV retain? or the model render weird when sub-d with encage? please let me know. :slight_smile:


#21

Ola,

My friends:
“1) “smooth radius” is advanced option - there is no any necessary to use it.
set it to 0 (inactive)
2) “auto” - looks model - more quads - use Catmull-Clark, more triangles - use Loop scheme
a little secret: “auto” checks if triangulated model is still “quad”
for example:
deform/displacement triangulates model before it’s passed to Encage, but plug checks each 2 triangle = 1 quad and rebuilds input geom.
Catmull will work bad at “seams” where tri/quads are mixed.

summary:
set “radius = 0”, set method to Loop.”

Thanksss

Tomas


#22

Guys, you won’t believe this :
I just upgraded to EIAS 7.01 (from 6.6.2) and guess what ?

I open up the exact same project file from disk, and
my whole texture/tesselation problem disappeared !

Both the head’s mesh and texture map look fine. Caramba!!!
Question remains : what went wrong in v6.6 that apparently is
being optimized in v7 ?

Anyways, I’m glad it works for me now.
Thanks for all your swift suggestions.

Regards, Bert.


#23

Hi Yhloon, well i am using the demo until my upgrade arrives on Monday.
But i do have difficulties to get EI read anything that comes out of C4D from Sub-D to FBX

Say i try to render these Jepp in C4D it will take to render seconds compare with the amount of time i have to wait when rendered in EI. Well that is due becuase of the milions of poly the model is read in EI bringing stuff named as tooManypolysa kind of naming.
I have try in C4D to get another type of Sub-D calculation Catmull-Clark for example , with sub-d of 1 but it just creates too much polys.
I like how Cinema handles asubdiviassion saurfaces, as i did these truck starting with a cube. It lacks of the Nurbs power but that can be solved with EIM.

I havent try to pass the model(truck) thru EIM probably it might help.But the polys created are too much for EI to take adavntage of. In EI orbit around the model means nightmare.
So if any of you guys can help on this will be much appreciated.