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parametric subdivision without smoothing
Posted: 05 April 2017 07:51 AM   [ Ignore ]  
Total Posts:  108
Joined  2015-11-30

Hello!

I’m curious, is there a way to subdivide a parametric object, non destructively, without smoothing it?

It would essentially be like the hyper nurbs object, but with weight set to 0.
This is fine with a polygon object, but I’d like to do this with generator objects.

example case; you want to use polyFX, but then have each polygon get subdivided, without turning the polys into petals/blobs.

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Posted: 05 April 2017 01:48 PM   [ Ignore ]   [ # 1 ]  
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HI NNenov,

Please have a look if the attached file follows your target:

Scene file
https://www.amazon.com/clouddrive/share/Xleu2k2sOWBUYIPWlXpPMdDkjYTD8gcG6D6c13heElW?ref_=cd_ph_share_link_copy

You might have to find a mix between the Phong Tag setting and the Factor Parameter of the Cloth.

Let me know if there is something else!

All the best

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Posted: 05 April 2017 01:52 PM   [ Ignore ]   [ # 2 ]  
Total Posts:  108
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Perfect! Thanks!

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Posted: 05 April 2017 01:54 PM   [ Ignore ]   [ # 3 ]  
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You’re welcome, NNenov!

I added to my initial message the Phong Tag/Cloth Factor/Limit information, please check if that works for you. What works for a Cube doesn’t work for a Sphere.

My best wishes for the project.

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 06 April 2017 02:27 PM   [ Ignore ]   [ # 4 ]  
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Hi NNenov,

Just to be sure (or complete), if you have R18, please test this file: (Since the options have increased dramatically in R18 for this)
https://www.amazon.com/clouddrive/share/I8YcQaBazXoRoz3rIuhTNtOiK86UHipONNpcXi0eiWs?ref_=cd_ph_share_link_copy

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
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Posted: 06 April 2017 02:43 PM   [ Ignore ]   [ # 5 ]  
Total Posts:  108
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ohh snap! I do have r18 but I only quickly glanced at the new subdiv options and didn’t try them out, now I feel silly! That’s great.

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Posted: 06 April 2017 02:54 PM   [ Ignore ]   [ # 6 ]  
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Thanks for the feedback, NNenov.

That you feel silly was not my intention; I should have asked to prevent that. 

I tested this morning some other ideas (Like making the object editable and weight the edges, then use the SDS Weight tag on the primitive, but it failed. )

Well, R&D time is normally invisible here, but yes – I try again and again, even if it has worked (or not) in previous versions. Everything might change at one point, hence why we all know things for sure with a current scene file wink

As a standard rule, no one knows everything, and asking instead of continue with a problem is always better. I hope your question will help others here.

Have a great day

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 06 April 2017 05:05 PM   [ Ignore ]   [ # 7 ]  
Total Posts:  108
Joined  2015-11-30

Good idea to try the sds weight tag, makes sense to try since it works with poly and point selections..

I’m wondering now, is there a way to transition between subdivided smooth and hard.. So again, essentially like controlling the SDS weight on a hypernurbs object.
I don’t think this is possible if the two objects have different poly counts.

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Posted: 06 April 2017 10:53 PM   [ Ignore ]   [ # 8 ]  
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Hi NNenov,

I took some time to explore the options, and certainly not with different point counts, natively in C4D. I’m not aware if someone has created a plug in by now for that. A few weeks ago someone posted a link to algorithm that could estimate point relations even parts of the mesh of one object where gone.

I would create what you need in all “states”, then make it editable, and based on the source model (or main model) drag then all other variations into a PoseMorph. A two object (state) example is here:

Scene file
https://www.amazon.com/clouddrive/share/gjX0XCVUn69uUE9l4PmNuXp5To1cORJ52Yci17WYqCk?ref_=cd_ph_share_link_copy

Also included in this file is a suggestion to use the Smoothing Deformer to go from “hard” to “smooth” with a surface. Click on Initializing when you explore the Deformer, as after each change of segments.

Both work with PolyFX.

However, since this thread has already some length, I feel I have no idea what you really need. Let me say it in this way, I know that some projects can’t be discussed here, and some do not like to start from the beginning again. But as “framed questions” lead to limited answer, so does any question that arrives half the way. If the current state is not aligned with the shortest connection between start and target, any solution from that point will create perhaps an de-tour from no on for the whole project. I can send an upload link if the project is NDA.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 11 April 2017 08:58 AM   [ Ignore ]   [ # 9 ]  
Total Posts:  108
Joined  2015-11-30

Thank you, the smoothing deformer is a great solution. Pose morph is also a good approach! I realise I was a bit vague, I was sort of thinking out loud and prospectively questioning before I had practically tried anything!

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Posted: 11 April 2017 01:31 PM   [ Ignore ]   [ # 10 ]  
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Hi NNenov,

Thanks a lot for your feedback, very much appreciated. Yes, things are sometimes case dependent, and testing is a great idea. I like scene files, it works or it doesn’t for a project, and without we are left with guess-work, which I think is a time waster.

Enjoy your project

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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