I’m trying to understand how to make Quadremesh “Non-Lossy”. Probably noob questions, but docs don’t really (at least based on my reading, ymmv) address this. I also tried Shrink wrap that is equally lossy…
Thoughts?
TIA
lossyMesh.3dm (1.0 MB)
I’m trying to understand how to make Quadremesh “Non-Lossy”. Probably noob questions, but docs don’t really (at least based on my reading, ymmv) address this. I also tried Shrink wrap that is equally lossy…
Thoughts?
TIA
lossyMesh.3dm (1.0 MB)
I guess I should have mentioned that I tried the normal mesh repair tools on the original object (Open Mesh)
I also tried “Detecting Hard Edges” that actually made things worse
for shrink wrap set the target edge to something smaller the smaller the finer the result. also set the polygon optimization to 0 that will ensure that you have no distractive edges.
so i had some more time, after checking your model, i see that your mesh is actually open, that is causing the results to be less than desirable. but that might also not help you much.
if you use ShowEdges on the input geometry you find that this part is open.
use Cap to close it.
but even if you fix that the geometry is just too filigree for any of the retopologizing tools to be of much help without setting it to insane small or high values. also any of these will always change the topology and some unwanted sideffects might occur, there simply is no lossless method.
or maybe you are referring to the shrinkage which happens because the mesh was initially open. but it will be very dense either way after retopologizing.
are you trying to reverse engineer it?
anyone else got any ideas why the Quadremesh won’t/doesn’t detect the ‘hard edges’
You might try running UnWeld and set it to a low angle, like 10 and then QuadRemesh. This will sometimes help the algorithm detect some of the less obvious hard edges in some cases, however in this case I think you just need more faces in order to replicate the details.
You’ll want a relatively small face size to ensure that those holes can get enough faces looped around them without deforming like your images above. Switching to a targeted edge length can help you walk in that number to something that gives you enough details, but isn’t heavier than need be.
THANKS!!! This is what I’ve been looking for!!! Now if you can help me with my "Pipes Showing through Solid Objects question
I looked up that thread and can say that technical display modes have some limitations but if you could share the file with me (feel free to pm it to me) I can get one of our display team to take a peek at it and offer some advice.
@pharris65 I answered this over in your other thread…