QuadRemesh subd crease detection not working

Attached is polysrf of a shoe last (partial so as not to share client shoe last) that needs to have the feather edge on the bottom maintained while converting to SubD. The Quadremesh subD crease with UseSurfaceEdges Smart usually gets this edge for most lasts, but not this one. Anyone know why and how to get it to work?

Thanks,
Sam

SubDEdgeNotWorking.3dm (874.5 KB)

Hi Sam, you might try to include the sole boundary and force it to create as edge loop:

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c.

Hi Clement,

If you choose the option to convert to SudD, there’s no crease there, at least on my end… can you try please?

Hi Sam, yes it is only sharp until the middle part, then gets smooth:

I’ve had in mind to use a curve so you have something to set to sharp crease. Best would be to have an angle setting when to make sharp imho.

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c.

Being set to an angle is something that would have to be added to the QuadRemesh command? If so, could someone at McNeel put in a request for this?

Or even better than an angle threshold would be a tag for the curve, so it can be set to sharp or smooth while selecting it ?

@Trav is this something you could add to _QuadRemesh maybe ?

thanks,
c.

Maybe the easiest thing to implement would be to add an option for Guide Curve Influence to be Edge Loop Creased. Currently I try to crease it after QuadRemesh runs, but then the interpolation is lost… So to have it happen as part of the QuadMesh command would be great. I can see this having more consistent results for other applications too…

Any chance someone from McNeel can chime in on this? Would be really great to have the QuadRemesh command more robust…

Hi @samlochner ,

I’ve filed https://mcneel.myjetbrains.com/youtrack/issue/RH-86214 for your request.

Here’s an alternate workflow as well to get what I think you’re after now.

Thank you Brian! That works for now and I’ll definitely appreciate when the request is filled too.

I posted to another thread that wasn’t getting resolved, I bet you could resolve it: Convert SubD Vertex Selection to Control Points? - #23 by Mario_ILL

I think I’m wanting the same thing as others there. For me, basically I just want to be able to inflate a SubD object and can do this with control points, moving the UVN, I just need a way to select them all. Maybe I could select edit points as you’ve just shown me in this video, and then there could be a toggle to get the associated control points. I think someone on that thread might have suggested that…

Thanks again,
Sam

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