Rhino 7 Feature: QuadRemesh

QuadRemesh, a new feature in Rhino 7 WIP for Windows and Mac, lets you create a quad mesh from mesh and NURBS geometry.

Quad meshes can be:

  • Converted to SubD objects (which can be converted to NURBS)
  • Used in rendering and animation products
  • Used for CFD and FEA analysis
  • For finding principle curvature of forms


QuadRemesh found the principal curvature of this face, with the help of the guide curve feature.

Next Steps:

Examples:


See many of the options in action in this video.

quadremesh
The Rhino Logo converted to quads


Multiple resolutions for optimized SubD conversion, UV Mapping, 3D Printing, etc.


Symmetry for organized topology.


Hard edge detection to preserve sharp corners


Remesh to SubD to soften hard to fillet areas for rendering.


Mesh heightfield converted to SubD objects, ready for editing.


Optimize topology and symmetry of scan data or triangulated meshes.

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This is incredible work, guys! Congratulations!
These quad meshes have the potential to be used for structural analysis purposes. One of the most useful features FE mesh generation is the capability of seeding vertices. Could the guide curves be used to obtain enforce internal vertices?

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Well done

3 posts were split to a new topic: SubD Toolbar missing

Yes, we believe that it might be useful for seeding vertices in a few ways. You may want to try:

  1. Using quadremesher to re-parameterize the form into quads even across edges.
  2. Using a dense quad map to find the principle curvature of the form and trace across those for structural layout.
  3. Using guide curves to help orient the quads. In this case you might experiment with the strength of influence that guide curves have.

Play with some of the forms you have. We would be interested in seeing what you think of the results.

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This is simply sensational.
I only did a quick test, but… Oh boy, is this impressive.
Whoever is the wizard behind this: very well done!

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Well as you may have figured that @Trav is doing much of the work. The quad remesher magic belongs to the wizard @maxime1.

There is more coming, please send us all the feedback you have so we can get this set of tools working well for everyone.

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Incredible work and I’m so dang excited now! I’ve been a long time Tsplines user and having these features native to Rhino is OUTSTANDING! Wooooooooooot!!! Just bring it!!!

Kevin

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This is very, very exciting! Great job @Trav and @maxime1! :+1:
Can we expect a Mac version of QuadRemesh next week when V6 is shipping - and V7 WIP becomes available to Mac users?
Thanks!

Philip

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We are working on a Mac version. Not sure when it will be available. It will not be in next weeks V6 version.

We are trying to bring the release of the two platforms more in sync with each other.

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FWIW, Philip, our item tracker ID for this issue is RH-53378.
-wim

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@Philip I’m hoping the Quad Remesh tool will be in Mac WIP 7 before the end of this month.

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Great! Thank you!

Philip

By the way, is anyone having fun with this?

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17 posts were split to a new topic: QuadRemesh trouble on simple mechanical mesh

Beautiful news
Signed: TSplines lover😊

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A couple more examples

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5 posts were split to a new topic: QuadRemesher face errors

Wow – that doesn’t only look Zbrushy in the Viewport but also tool-naming in the panel looks oddly familiar :o). A very interesting development indeed – also curve-support is great, especially as surface-edges as input already hooked up.

On thing that comes to my mind is that one for SubD editing the remeshed part really needs to push down the cage density as far a somehow possible. In this low polygon state the remeshed part will obviously not capture the original shape accurately.
Untitled-1
Right: Usefulness for SubD-Modelling good – shape integrity bad

In tools like Zbrush one usually also wants to get a very low res cage as the result of a remesh operation. In order to capture the source shape accurately one may dynamically increase the subdivision level the cage and reproject (pull) the vertices of the denser version to the precise original geometry. This way one may create a loose and perfectly editable base-mesh which will however nicely capture the source-shape if subdivided further.

I’m not sure how exactly a good solution for a limit surface based implementation had to work, but some sort of reproject to higher levels likely had to take place too (I first thought that Interpolate was what I describe – but it only works on that single, already established mesh resolution).