Remesher from developer behind ZBrushs Remesher coming to C4D soon


#1

Just saw this in a blender related youtube video:

Exoside, the developer behind ZBrushs remesher brings his technology to other software packages:

It comes either non-comercial-perpetual (59.9 $), pro-perpetual (109.9$) or subscription (15.99$ for 3 months, or 9.99$ if you subscribe until the end of 2019).

Cinema version is planned for this month.

Not sure if this is exactly the same algorithm as in ZBrush. What strikes me about it compared to other algorithms (I have investigated this for some time since I need a remesher for our own visualization software) is that it is both quad dominant and adaptive. Most quad-dominant remeshers create quads of (more or less) constant size. Unfortunately, this is also true for Instant Meshes and quadriFlow. Quality seems better than quadriFlow in general (you can find a comparisson image here). However, this seems to be slower than Instant Meshes (just judging from available videos and my experience with the Instant Meshes stand alone).

Anyone knows if there is a paper about that algorithm? I couldn’t find anything.


#2

I’m impressed by the hard surface examples… The edge flow looks very good and sharp.

I’m used to Zremesher, but this could come handy to avoid back and forth between the softwares.

It’s stuff like that make boolean and voxel/volumes modelling relevant again.

Thanks for the info.


#3

This is fantastic news. EricM’s right, it’ll make using the Volume Builder method of modeling much more useful; going beyond modeling mostly for just static meshes. Thanks for sharing!


#4

Nice. Been hoping something like this would get integrated into c4d for awhile. Use zremesher all the time.

It would have been preferable if Maxon integrated a tool like this into the native poly redcuction tool. Was hoping maybe they would have integrated the open source Instant Mesher which I use a lot as well.


#5

Yeah, it’s nice having remesher in Zbrush, but not as nice as having it a click away in C4D. Will definitely try it out (then probably buy it).


#6

Ah, this is great news! I’ll buy this right away. Thanks for the heads up Christian!


#7

That is great news. Been wanting that in C4D for myself for a while now.

I made a native version of the Quadriflow plugin for R21 to see how it performs. Works for OSX and Windows. Still needs to be multithreaded and I may add CUDA support as well for windows users. https://www.patreon.com/posts/quadriflow-29928483


#8

Any update on this? Site says coming in October…


#9

I e-mailed them about a week ago & they said in about a week !
But it’s not reflected in the buying options yet.


#10

Guess next week then!


#11

If the retopo doesn’t work in one field it is sharp hard surfaces. There is no retopo solution out there that can preserve clean hard edges like for example you need when retopo CAD files etc. It is great for background meshes and quick models and sometimes works great with organic stuff.


#12

Have you looked at Meshmatic?


#13

Quad Remesher is out! Got it, works great. It’s the perfect accompaniment to Volume Builder/Mesher.


#14

Cool, thx for the update.
Do you have some screenshots of the integration (generator vs. tool), GUI, and maybe some examples? There is no info on their side yet regarding the C4D integration…


#15

I’m curious to see the integration in C4D as well. Is it any better than Zremesher or is virtually the same, except you don’t have to GoZ into Zbrush every time.


#16

It’s a standalone panel, much like it is in other apps – click to remesh, undo if not right, tweak values, remesh again etc. (The values are not in the undo stack, so you can make changes and the undo only affects the object).

The controls are much the same as for the other apps, which are explained in the doc PDF which you can download.


#17

A quick example of its use is when you Boolean a bunch of objects together – the resulting mesh is (as we all know) pretty much unusable. Quad Remesher will make sense of the topography and return an object you can then UV map, bevel, Subdivide, and so on.


#18

Got it. Nice, I can see myself using this a lot.


#19

So really crappy Boolean model, QR tidy up, bevel, export as OBJ, UV unwrap in Rizom, smart material in Substance Painter, done.


#20

Thx Darth,
Can you tell us something about the Use Vertex Color and Use Material options? Sounds like you can control local size using vertex maps and can shape the edge flow using materials?