I’m seeking help with creating a pipeline to convert a mesh to a solid in Rhino. I created a doll model using Metashape, employing the Mesh tool and adding texture (I also used the close hole tool to fill in geometry gaps).
However, I’m facing significant challenges. I conducted some tests with the doll, but when I use the MESHTONURBS tool to convert it to a solid, Rhino transforms it into a solid but fails to retain the texture. Additionally, the doll model cannot be imported into Revit after the pipeline process.
Has anyone encountered similar issues or have any advice on how to maintain the texture during the conversion and ensure successful import into Revit?
Thank you in advance for your assistance!
(Also! I will upload the 3DM file, is from RHINO 8. This file only contains the closed mesh because aparrently the forum can’t upload bigger files… LOL)
MeshToNURB creates polysurface with a separate NURBS surface for each mesh face. For your example the polysurface has 46186 surfaces. That large a polysurface is rarely useful and may cause problems. As you found the texture mapping does not carry over properly.
Links on importing mesh objects into Revit. (I am not a Revit user):
Hello Skysurfer!
Will the final result be a closed Solid? (or at least textured? i think this final part is the most annoying, i dont know how to map)
Thank u for ur answer, im very noob with this program!
The workflow is Quadremesh > subD > Polysurface?
Quadremesh gives what you have, so a solid remains solid an open mesh become a messy quads.
Shrinkwarp help preparing the 3D for the process.
Unfortunately the textures aren’t kept during the process so you have to apply them again at the end of the process.
You can get an OBJ with a texture map into Revit, watch from 10:30 to 37:40 at the link
No need to convert to polysurfaces or use Rhino at all.
Blender is recommended to work with the materials as well as orientation (mentioned in the video)
I’m not sure how the texture atlas that Metashape creates will work. I’ll have to give that a try when I have some time. The examples in the video used one texture per mesh rather than mapping sub areas in a single texture file to different areas of a single mesh.