TurboSmooth Pro is a modifier plugin for 3ds Max which produces nice smooth semi-sharp creases on your models, unlike the ugly creases that the standard TurboSmooth produces. TurboSmooth Pro also give you the ability to have linear UVs which in some cases can help in the texturing pipeline.
I would like to see some examples of it being used in the situations you see come up in the hard surface thread all the time such as attaching rectangular forms to cylinders or cutting into round forms. A quick glance at the images in the "How u model dem shapes" thread should provide lots of examples to tackle.
Send me some models and I will make video demonstration.
Performance wise is performs about the same as the normal turbosmooth. The bottle neck is the mesh redraw, is so slow, the actual subdivision calculation is very fast.
With real game models I definitely have the opposite experience, where generating the subdivision can take several seconds but rendering is at 200FPS. 1M or more tris. I'm definitely interested in anything that speeds up subdiv
Rendering is not a problem, the problem is deforming meshes. When you try to just apply a bend modifier on high resolution mesh it chokes. Wish I knew what kind of voodoo tricks they used on gPoly to make it faster.
Very nice, just bought it. I'm about 2 days into a project and this will get used heavily. Your quad-chamfer modifier has already saved me hours of work, and this will make things go even faster. Will have to spring for the quad-cap modifier at some point as well.
You make great plugins and scripts, keep up the good work.
Oh man this could be huge, I to would like to see it used in a real situation such as a hard surface high poly mesh. Hope someone here will lend ya one to try it on. :thumbup:
how compatible is this with existing baking workflows? given I author my lowpoly with this tool to create a hi-poly, is there a way to spit out a mesh that will look the same to other applications? in which format do you store the crease data in the file and is this something that you could transfer/use with other tools?
last but not least: are those weights and creases animatable?
how compatible is this with existing baking workflows? given I author my lowpoly with this tool to create a hi-poly, is there a way to spit out a mesh that will look the same to other applications? in which format do you store the crease data in the file and is this something that you could transfer/use with other tools?
last but not least: are those weights and creases animatable?
looks like a great tool!
It creates polygons which have don't have anything special attached to them. You can collapse the mesh and export to it to Xnormal or any other application and it will look the same.
The crease and weight values come with editable poly, they exist by default in max and are saved in the max file with the editable poly. They can't be animated, that's the editable poly's fault.
65-80USD is quite a bit for a modifier, though not an odd occurrence for people to purchase something like this. Would definitely feel much more inclined to purchase if someone lent you a high poly model to showcase, like you said.
It creates polygons which have don't have anything special attached to them. You can collapse the mesh and export to it to Xnormal or any other application and it will look the same.
can you show a wireframe of a collapsed model? thanks for the reply - i might give this a go on my next side project!
As a modeler who uses the "smoothing group turbosmooth turbosmooth" style. This modifier would be immensely helpful and would cut down on a lot of wasted polygons.
Hmm... This is awesome, no doubt, but am i the only one thinking that actually charging for this is kinda wierd?
If you had programmed the open sub div library by yourself i would not have any concerns, but pixar released it on good will, now you are trying to make some bucks with it...
Thats like giving a kid a lollipop, just to witness that it sells it on the school yard.
Still nice work as always, whish i had enough money to buy every item on your page at least once
Hmm... This is awesome, no doubt, but am i the only one thinking that actually charging for this is kinda wierd?
If you had programmed the open sub div library by yourself i would not have any concerns, but pixar released it on good will, now you are trying to make some bucks with it...
Thats like giving a kid a lollipop, just to witness that it sells it on the school yard.
Still nice work as always, whish i had enough money to buy every item on your page at least once
The code for the semi-sharp creases isn't that complicated but until now Pixar held a patent on the algorithm and you had to license it from them.
It is not like plug and play, I had to do a lot of work to make it work, fix bugs, make it faster, etc. It took time and energy and that's why I'm charging for it.
why would people need a demo, it does the same thing as creasing in maya, modo and blender. a feature which max has always lacked but is ultra usefull.
why would people need a demo, it does the same thing as creasing in maya, modo and blender. a feature which max has always lacked but is ultra usefull.
Why would you test drive a car before buying? Surely it does the same thing as every other car?
I havent played with this much yet but I did notice a bug when hiding polys in editable poly and turning on show end result. Turbosmooth preserves what polys are hidden and Turbosmooth pro shows all polys in the object even though some are hidden.
I havent played with this much yet but I did notice a bug when hiding polys in editable poly and turning on show end result. Turbosmooth preserves what polys are hidden and Turbosmooth pro shows all polys in the object even though some are hidden.
Didn't think about that, thanks. I will fix it in the next update.
What is interesting is Marius' own Quad Chamfer is half the price point as his Turbosmooth Pro. It's interesting because Quad Chamfer is precisely why I don't need Turbosmooth Pro.
Still though, sure does look convenient. Removes a layer in the workflow.
Changes in 1.01
-Added a visualize edge creases mode
-Fixed a bug that caused faces set invisible to be displayed after they have been subdivided
-Fixed a typo in the UI, "Linear" instead of "Liniar"
Wow - that visualization feature alone makes it awesome (and not just for modeling - for presentation too! ). Very, very interesting stuff. I need to try it out now
mh, looks quite similar tio the crease function of the subdivision modifier in blender as passerby already said. can anyone compare the two in more detail?
i didn't know that maya has a similar function. why isn't it used more often? whats the advatage, what the disadvantage compared to using good old support loops?
You know if you thinkk this plugin is strong enough, why not send out a copy or two to some well known hard surface artists on PC and ask them for their feedback and opinions? If you can make a convert out of a vocal polycounter, it would do wonders to legitimise the plugins value and get the word out.
You know if you thinkk this plugin is strong enough, why not send out a copy or two to some well known hard surface artists on PC and ask them for their feedback and opinions? If you can make a convert out of a vocal polycounter, it would do wonders to legitimise the plugins value and get the word out.
Yeah, maybe Earthquake or someone.
I agree, getting someone awesome to love your product could do wonders.
And it would give you practical examples to show, too.
Looks like an awesome tool though. Almost makes me wish I used max.
EQ, Snefer , Xoliul , Racer445, lonewolf, pior etc... (just from the top of my head)
Have some of them endorse your product and you`ll get more people using it.
Some of these guys also make tutorials once in a while and if they show other people they are using your plugin then you`d get more sales.
Also these guys know whats up when it comes to hardsurface modeling and can give you direct feedback on how it could be improved.
Yep I know the crease tool, it does not create nice bevels like adding edge loops, it takes all the verts and pushes them together creating ugly shading on lower poly objects, in order for the crease tool to work in Maya you have to subdivide the model so densely that the scene can't even tumble around a cube in real time.
Yep I know the crease tool, it does not create nice bevels like adding edge loops, it takes all the verts and pushes them together creating ugly shading on lower poly objects, in order for the crease tool to work in Maya you have to subdivide the model so densely that the scene can't even tumble around a cube in real time.
Is that really how it works? Doesn't feel that way to me.
But at any rate, maybe it doesn't create nice beveled edges straight-out, but with very little work, you can do it. And much quicker than with support edges. And this shape really isn't so dense. And if you dislike the shading at corners in low-poly models, another option is to harden that edge, which fixes that.
I've created an example image illustrating the issue with crease geo, I don't like the look the creased geometry gives, it looks janky like you have taken a low poly cube and smoothed the normals then moved some verts around. Technically I could up the sub d level of my creased cube 10plus times to create the example you have, but I've found upping the sub d so high makes the scene unusable because of performance issues on any real world examples, also you can't harden edges on smooth proxy geo, you would have convert the smooth proxy to polygons before you could use the soft hard edges tool to fix shading errors, and at that point I might as well just model the shape in low poly and skip the whole smooth mesh workflow as the surface would no longer be live. So yeah, I still want this guys tool in Maya it looks awesome.
The funny thing is, you have access to a better version of this tool in Maya. If you watch the video above his subdivisions are set to 4. They are based off of the same technology, Pixar's semi-sharp sub-d creases, they recently released the source to the public and created a version for Maya supporting realtime cuda accelerated displacement
[ame="http://www.youtube.com/watch?v=Y-3L9BOTEtw"]Pixar Animation Studios Open Subdivision Technology Review - YouTube[/ame]
i want to see wires of actual collapsed meshes (like that car body example) after using the creasing tool... no point in using it unless it can create good geo that can be collapsed and edited.
or give me the tool and i'll create whatever examples people want and give my honest thoughts
i want to see wires of actual collapsed meshes (like that car body example) after using the creasing tool... no point in using it unless it can create good geo that can be collapsed and edited.
or give me the tool and i'll create whatever examples people want and give my honest thoughts
You can download the modo demo and try this. Freeze the geo after you crease. :poly124:
I`ve been using it at work since it came out. Wish I had it a few weeks earlier. if I have time, I might be able to make something at lunch. What is your definition of "complex"?
Replies
Performance wise is performs about the same as the normal turbosmooth. The bottle neck is the mesh redraw, is so slow, the actual subdivision calculation is very fast.
You make great plugins and scripts, keep up the good work.
last but not least: are those weights and creases animatable?
looks like a great tool!
It creates polygons which have don't have anything special attached to them. You can collapse the mesh and export to it to Xnormal or any other application and it will look the same.
The crease and weight values come with editable poly, they exist by default in max and are saved in the max file with the editable poly. They can't be animated, that's the editable poly's fault.
Will lurk.
can you show a wireframe of a collapsed model? thanks for the reply - i might give this a go on my next side project!
If you had programmed the open sub div library by yourself i would not have any concerns, but pixar released it on good will, now you are trying to make some bucks with it...
Thats like giving a kid a lollipop, just to witness that it sells it on the school yard.
Still nice work as always, whish i had enough money to buy every item on your page at least once
It is not like plug and play, I had to do a lot of work to make it work, fix bugs, make it faster, etc. It took time and energy and that's why I'm charging for it.
Does anybody has some feature request?
Why would you test drive a car before buying? Surely it does the same thing as every other car?
[ame="http://www.youtube.com/watch?v=_fK5b6olDa0"]TurboSmooth Pro - Creases and UV Mapping - YouTube[/ame]
A non-commercial version of nDo, worth noting.
What is interesting is Marius' own Quad Chamfer is half the price point as his Turbosmooth Pro. It's interesting because Quad Chamfer is precisely why I don't need Turbosmooth Pro.
Still though, sure does look convenient. Removes a layer in the workflow.
I released version 1.01.
Changes in 1.01
-Added a visualize edge creases mode
-Fixed a bug that caused faces set invisible to be displayed after they have been subdivided
-Fixed a typo in the UI, "Linear" instead of "Liniar"
Here is a video of the new Visualize edge crease mode. [ame="http://www.youtube.com/watch?v=2sLJ0ftVu_8"]TurboSmooth Pro 1.01 - Visualize Edge Creases - YouTube[/ame]
is it possible to get also ptex support and working displacement with this..?
and how does this work with fbx export/import..?
i didn't know that maya has a similar function. why isn't it used more often? whats the advatage, what the disadvantage compared to using good old support loops?
Yeah, maybe Earthquake or someone.
I agree, getting someone awesome to love your product could do wonders.
And it would give you practical examples to show, too.
Looks like an awesome tool though. Almost makes me wish I used max.
Have some of them endorse your product and you`ll get more people using it.
Some of these guys also make tutorials once in a while and if they show other people they are using your plugin then you`d get more sales.
Also these guys know whats up when it comes to hardsurface modeling and can give you direct feedback on how it could be improved.
You know about the crease tool, right?
Not sure it does everything this tool does, but it gets the job done.
Is that really how it works? Doesn't feel that way to me.
But at any rate, maybe it doesn't create nice beveled edges straight-out, but with very little work, you can do it. And much quicker than with support edges. And this shape really isn't so dense. And if you dislike the shading at corners in low-poly models, another option is to harden that edge, which fixes that.
[ame="http://www.youtube.com/watch?v=Y-3L9BOTEtw"]Pixar Animation Studios Open Subdivision Technology Review - YouTube[/ame]
or give me the tool and i'll create whatever examples people want and give my honest thoughts
You can download the modo demo and try this. Freeze the geo after you crease. :poly124: