Forum: Poser - OFFICIAL


Subject: Help with ideas for a new PropViewer

kawecki opened this issue on Jan 28, 2011 ยท 12 posts


kawecki posted Wed, 02 February 2011 at 10:51 PM

Smooth

This is something new that I am working and is already working. This function makes a mesh more smooth and continuous. You can use it several times with a mesh.

I am using Taubin-smooth, a variant of Laplacian smooth, that preserve the shape and don't shrink the mesh. It works well with many meshes, but when tested with a simple cube each time I smooth the cube the cube get smaller, it was supposed to not shrink the mesh, but it is doing it ! ???

Subdivison

Nothing done yet. The methods that exist for subdivision, Catmull-Clark, loop,etc don't work. It can work for toons, organic objects, but they destroy the shape of the model, a cube turns into a barrel and the breast of Vicky looks nothing good.

The only method that I found that preserves the shape is the middle-point subdivision. The shape doesn't hange at all and a cube continue to be a cube. The only problem is that this method only increase the polygon density and doesn't make the mesh more smooth, if you render a subdivided mesh it will look the same as the not subdivided. You won nothing for rendering but you won precission in bending of the mesh and magnets.

You can combine the middle-point subdivison with the previous Taubin-smooth function and now you will have a smoothed subdivided mesh for rendering. I have not decide yet if I shall do only subdividion and let yoy do the smooth at your own will, or subdivide and smooth a little.

I have another method for subdivision that also preseve the shape, I don't think that I have invented it, someone must have done it, even didn't find any referrence. This method adds only a vertice per face, a traingle turns into three triangles and a quad int four triangles. It is simple and can be used recursivelly with the tri to quad function for better results.

Both subdivisions will be intelligent and only will be subdivided large faces, if a face is already small for what do I want to have it tiny ? The idea is to have an uniform mesh.

Stupidity also evolves!