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Thread: MESHmachine - Offset Cut

  1. #1

    MESHmachine - Offset Cut



    watch 'n copy...




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    more...

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  2. #2

    we (I) really need this!

    Last edited by erikals; 05-27-2019 at 05:45 PM.
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  3. #3
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    i think we start placing bets on this stuff. 10:1, 50:1, 1000:1?

    its great but what are the odds of anyone implementing it.
    I’m not aware of any acknowledgment of these requests but it is good to see you posting them, more for a heads up on competitors advancements.

  4. #4

    yepzi... Lewis and I have been advocating these "Rounder" things for a decade. (no... really)

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  5. #5
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    It looks nice and impressive on videos, but you really would not use it on your own model.. Polyflow too crappy, and too dense to be useful and not feel guilty for making crap..

  6. #6
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    Quote Originally Posted by Sensei View Post
    It looks nice and impressive on videos, but you really would not use it on your own model.. Polyflow too crappy, and too dense to be useful and not feel guilty for making crap..
    I have to agree there; while it is fast and may work for static renders in some situations, I really feel like it is only giving you more opportunities for a broken mesh or models that are far more poly-dense than necessary.

  7. #7

    Polyflow too crappy, and too dense to be useful and not feel guilty for making crap..
    Disagree.

    This method with that Polygon Density is used in many HardOps/MeshFusion operations, with great success.

    if you don't see the value of those tools, fine. It just makes people move to AppX, AppY, AppZ that actually support that workflow.

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  8. #8
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    Quote Originally Posted by erikals View Post
    Disagree.

    This method with that Polygon Density is used in many HardOps/MeshFusion operations, with great success.

    if you don't see the value of those tools, fine. It just makes people move to AppX, AppY, AppZ that actually support that workflow.

    I understand how these tools work to unimaginable by you level.. They are generating fake in-memory mesh, which is dynamically subtracted by internal "boolean operator" from base mesh..
    You end up with object which you would not accept normally, if you would do all the things this tool is internally doing. i.e. generate reverse of object, round, and boolean subtract one mesh from another mesh..

  9. #9

    so all people who swear by them are wrong?
    must be 10.000+ people using those tools.

    William Vaughan (former Pixar Studios modeler) is wrong about it too i guess.
    Last edited by erikals; 05-28-2019 at 12:30 PM.
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  10. #10
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    Quote Originally Posted by erikals View Post
    so all people who swear by them are wrong?
    must be 10.000+ people using those tools.

    William Vaughan (former Pixar Studios modeler) is wrong about it too i guess.
    What does mean in this context "being wrong", I don't understand.. I am just saying how this tool is implemented internally..

  11. #11

    you said >
    Polyflow too crappy, and too dense to be useful and not feel guilty for making crap..
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  12. #12
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    Make box (it's initial user mesh)
    Click image for larger version. 

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    Generate disc close to box edge. It's like user selected edge of box and wants to round it.
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    Make bigger box slightly offset from previous disc.
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    Subtract disc layer from box layer.
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    Subtract box layer from previous step from box layer (initial mesh).
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    You have final rounded mesh.

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    Rounder tools do all these steps internally temporarily behind user perception..

    Are you happy to have such output if you're sub-patch modeling artist? I don't think so. At least you should not..

  13. #13

    not everything in this world is about SubPatching, hence why so darn many people use the tools i mentioned.

    you could look more into why, but it doesn't seem it is of interest to you, so i'll just leave it at that.
    Last edited by erikals; 05-28-2019 at 01:40 PM.
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  14. #14
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    I would love to see plugins like MeshMachine, HardOps and KitOps in LW but until the destructive nature of modeler is sorted out vis a vis booleans and bevels i fear this is just wishful thinking and i will carry on using blender for such things.
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