This is a link to the page with a modelside plugin(tsx) for converting nurbs patches to polygons without triangulation. It only works on one patch at a time and needs a little bit of cleanup afterward. I'm not sure how stable the plugin is since it creates far more vertices than it uses to make the mesh. That's why the cleanup step is needed. You control the density of the mesh by using the rebuild patch tsx plugin.
http://www.clintons3d.com/plugins/trues ... index.html"
Convert Nurbs to quad polygon mesh
-
clintonman
- Captain
- Posts: 5659
- Joined: 21 May 2009, 21:08
- Type the number ten into the box: 0
- Location: California
Convert Nurbs to quad polygon mesh
-
marcel
- Captain
- Posts: 2247
- Joined: 21 May 2009, 19:52
- Type the number ten into the box: 0
- Location: paris - France
Re: Convert Nurbs to quad polygon mesh
i tried the conversion to quad. it work but if i use sds on the object created, the scale change.
Design - illustration - Animation
http://www.crea-vision.fr
http://www.crea-vision.fr
-
clintonman
- Captain
- Posts: 5659
- Joined: 21 May 2009, 21:08
- Type the number ten into the box: 0
- Location: California
Re: Convert Nurbs to quad polygon mesh
Sounds like you didn't do the cleanup step. The geometry behind the scenes is messy after the conversion. I just did a test. Try using boolean subtraction with the delete edges option checked. It looks like it needs that option to avoid shrinkage. I believe the delete edges is what fixes the bad geometry. If you take the unclean geometry into workspace and enter PE mode you can see all the extra (bad) vertices.marcel wrote:i tried the conversion to quad. it work but if i use sds on the object created, the scale change.
Edit: Scratch that last line about seeing the bad vertices in workspace. I was using an older test version of the plugin. Good news is I may know why it's shrinking.
Edit: retest with release version shows the boolean trick not working. I'll revert back one version so it works better.
OK then. It's fixed and I might have been wrong about the need for boolean subtraction to clean up the geometry. That was a hold over from an earlier pre-release version.