Hey, everybody. I have a problem. I made a shape from a cylinder, and left top of it like triangle fan. But when doing turbosmooth, it leaves those ugly wrinkles. Making that part into quads makes it even worse. i dont know what to do, but i am sure there must be some easy solution. pls help.
i am sorry. i installed Quad cylinder plugin (http://www.scriptspot.com/3ds-max/scripts/quad-cylinder). But still the results are the same if i would manually quadrify it. I guess the problem is that i want to curve it at the top. So , it is not a plane face, but like a pillow.
If you don't mind scaling the top part, you can use quad cylinder:
Thanks. This version of script with "Sphere Cap" option really helped. it works nice. But on a side not - is it really rare to make sphere-like tops on cylinders, that it is necessary to use custom made scripts? I thought it was a common practise, and there should have been an easier solution. Or i guess there was a way to cut a half of sphere and weld it with the cylinder.... But really thank you. this script helped.
Or i guess there was a way to cut a half of sphere and weld it with the cylinder.... But really thank you. this script helped.
Half-sphere will have the same issue as your original geometry, you'd need quadsphere (there's one in the comments of the quad cylinder, too). In max 2019, you can use spherical quad-capping on spline ends but I'm not aware of any other area in max where a built-in support would be present.
Or i guess there was a way to cut a half of sphere and weld it with the cylinder.... But really thank you. this script helped.
Half-sphere will have the same issue as your original geometry, you'd need quadsphere (there's one in the comments of the quad cylinder, too). In max 2019, you can use spherical quad-capping on spline ends but I'm not aware of any other area in max where a built-in support would be present.
This is not an ideal solution either, but sometimes I just use a much more divided hemisphere so I don't need to turbosmooth it. Edges gets dense chamfer instead of support loops with ts in this case. Not elegant but works.
You can try this. I know its not very optimal but you get perfect round shape and you can scale up and down if you want the top to be more round or flat. Just use 3 turbosmoth and 3 spherify modifiers and you get the perfect shape without pinching errors. Here is a gif.
@Joao Sapiro Your method is more practical if you want to modify the object later, but if you smooth that out with turbosmooth you will have pinch in this area check screen. I used 3 turbo/spherify to smooth out better that zone. And also if you turbosmooth a cube without adding the spherify modifier your sphere/cylinder will not be perfectly round, thats where the spherify modifier comes to help. Check gif bellow.
@Joao Sapiro Your method is more practical if you want to modify the object later, but if you smooth that out with turbosmooth you will have pinch in this area check screen. I used 3 turbo/spherify to smooth out better that zone. And also if you turbosmooth a cube without adding the spherify modifier your sphere/cylinder will not be perfectly round, thats where the spherify modifier comes to help. Check gif bellow.
yeah you are right if we go to ultra high computer precise precision, its just a matter of subdividing the upper sphere more before the spherify , i personally always used the less geo approach as its faster and less geo heavy, but if this was a in your face model part then definately i would just splat a half sphere primitive there with enough subdivisions. Mine was more direct at a simple approach that works pretty well.
Also the OP i think he wants the top part a bit round and then flat shape... in that case he just need to inset the top part one more time and adding support edges to eliminate the pinch.
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https://www.google.com/search?q=quad+cap+cylinder&tbm=isch
I guess the problem is that i want to curve it at the top. So , it is not a plane face, but like a pillow.
But on a side not - is it really rare to make sphere-like tops on cylinders, that it is necessary to use custom made scripts? I thought it was a common practise, and there should have been an easier solution. Or i guess there was a way to cut a half of sphere and weld it with the cylinder.... But really thank you. this script helped.
Here is a gif.
Your method is more practical if you want to modify the object later, but if you smooth that out with turbosmooth you will have pinch in this area check screen. I used 3 turbo/spherify to smooth out better that zone. And also if you turbosmooth a cube without adding the spherify modifier your sphere/cylinder will not be perfectly round, thats where the spherify modifier comes to help. Check gif bellow.