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  • delaunay subdivision

    anyone know a way to subdivide a mesh using the delaunay algorithm?

    the same type of thing the garment maker does to a spline.. i know this can be done by converting to nurbs, but the triangulation is broken along the object edges. i want a way to subdivide say -a box, and have it nicely meshed for use in a cloth simulation. the standard max subdivide or tesselate isnt ideal.

  • #2
    no one? im surprised this isnt something existing if so.. its the optimum tesselation for fabric but we have no way to generate it for poly geometry.

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    • #3
      I don't know if one of those fragmentation plug-ins could work for that...they use delaunay and voroni fragments
      show me the money!!

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      • #4
        I just tested this with a box and converting it to nurbs and it worked fine. couple of stray verts, but the rest lined up. wouldnt take more than a few minutes to clean those up.

        I also didnt know you could do that until you said, so thank you!

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        • #5
          yes i used to use that method before garment maker came along to subdivide tablecloths etc. but im surprised you got good results with box.. almost all the verts along the edges didnt align when i tried.. and it would be a bit of a nightmare on more complex stuff. a nice tickbox in the subdivide modifier to change tesselation method would be ace.

          is this even something scriptable? to be honest i have no idea how complex a job it is.

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          • #6
            I'm not sure it's good for you but today I've seen this

            http://www.scriptspot.com/3ds-max/scripts/tetgen2max

            http://wias-berlin.de/software/tetgen/

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            • #7
              oww.. i shall have a play, that could well be useful. hoping that you can set a subdivision size like in the subdiv modifier. their examples all look adaptively tesselated.

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              • #8
                3dsMax Radiosity Subdivision modifier is similar

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                • #9
                  You could use Nurbs to create a delaunay. And then tor to mesh. See this little video have made.



                  Best regards,
                  Daniel
                  Daniel Santana | Co-Founder / Technical Director
                  You can do it! VFX
                  Lisbon/Porto - Portugal
                  http://www.ycdivfx.com

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