Nurbs sweep1 polysurface to a simple clean mesh?


#1

Hi all,

how to setup this and obtain a clean mesh with minimum triangle faces.
This is what I get and all faces are flat:


FilletEdge on simple Sweep1 creates naked edges
#2

In your mesh settings, what happens if you use Detailed options and you check “Use simple planes”?

Your mesh also looks like you might have a minimum edge length and/or an aspect ratio set…

HTH,
–Mitch


#3

Hi Mitch,

i get quite similar result:


Is there a way to reduce the number of polygons to a minimum for such polysurfaces?
Thanks for quick reply!


#4

Hmm, seems to work here…

–Mitch

MeshFrame.3dm(330.0 KB)


(Pascal Golay) #5

So far I cannot get the result you show, @Helvetosaur, are all the controls zeroed out?

thanks,

-Pascal


#6

Yep… Perhaps the difference is that I used RailRevolve instead of Sweep1 to create the frame… Does that make a difference ? Testing…

Yes! Sweep1 makes a meshy mesh…So something about the quality of the edge joins in Sweep1 is meshing this up…

–Mitch

Edit - the difference is that the Sweep1 edges are degree 3 curves with 4 points, whereas the RR edges are degree 1 and 2 points (otherwise known as a line)…


(Pascal Golay) #7

Aha- railrevolve- you cheater. No trims at the miters that way. Unmitered corners in Sweep1 is clearly not doing the same thing - it does not look right at all in this context.

thanks,

-Pascal


#8

Hmm… So it’s the trimmed miter joints causing the mesh problem…? Untrimmed miters in Sweep1 does indeed produce some lovely curved edges (how does it do that?).

And yes, if I Extrude the profile both sides, trim it at 45° both sides, PolarArray that around and join them into a nice closed frame, the meshing is perfect again…

–Mitch


#9

Thanks, rail revolve method works in this case, i just wanted a clean wooden mesh frame with no need for additional mapping widgets. Strange thing is that the texture is also differently applied, see here: