EdgeSmooth is a free, open source plugin that makes smoothing in 3dsmax a lot easier. It allows you to smooth an editable poly by setting edges to "hard" or "soft". A "hard edge" means that the faces using the edge share no smoothing groups, a "soft edge" is the opposite. This will probably feel familiar to Maya users!
Remarks:
-The plugin uses smoothing groups, so you can mix it with using traditional smoothing. It may however change the smoothing groups on all faces in the object!
-EdgeSmooth only works with Editable Poly objects, not with the Edit Poly modifier.
-Take a look at this preview video to see the installation procedure:
http://vimeo.com/33974467
The source code of the plugin is made available under the BSD license and can be found here:
https://github.com/Pjanssen/EdgeSmooth
Here you can also find information about how to use the plugin through maxscript.
If you find this plugin a useful addition to your workflow, please consider making a small donation to support future development and maintenance:
http://script.threesixty.nl/outliner/index.php/donate (temporary, I'll create a page for this plugin specifically later).
Download EdgeSmooth 1.0 here
To install, drag the .mzp file into 3dsmax and click "install". Make sure that the extension (.mzp) is not changed!
Replies
1: smooth the entire object.
2: select the outer edges of each uv island
3: run this script.
Very nice.
Do you take requests?
Pedro- you can do that with textools already. its in the tools drop down at the top of the toolbar
i can only applaud opensource free scripts , tnx for sharing this
I guess the tricky bit here is converting the uv shell boundaries into geometry edges. After that it's a matter of giving it as input to the EdgeSmooth.Apply function:
https://github.com/Pjanssen/EdgeSmooth/blob/master/README.md
Sure I'm always open to new ideas.
Must be a freaking nightmare to code as it's pretty hard to do it manually with smoothing groups compare to edit normals (which is also a pain in the ass anyway)
Apparently it's because you should share the SG on an additional face at the angles.
I guessed they were viewport artifacts, but maybe the smoothing actually doesn't work correctly?
Better, if I start by applying an edit normal modifier, just collapse and use your script, there's no problem at all.
Weird ! Maybe the primitives normals are fucked up by default.
My bad then, the script works fine !
Download EdgeSmooth 1.0.1 here
Also, is Max 2013 really already out?!
It should also be possible to compile the plugin from the source for earlier 3dsMax versions, provided you have the SDK.
Apparently some people on subscription have access to it since a week or so.
Actually, the functionality isn't quite the same. In textools it simply sets each uv island to its own smoothing group.
When I run my script in Maya, it sets every uv border edge too hard. This may seem like the same thing but its not, with the Maya type you actually get more hard edges. Think of a box with its back face removed, uv'ed as one island but fanned out with seams at each face edge(but not the front face). With textools this = 1sg, but the Maya type would give you hard edges along each uv seam, which can be really helpful for smoothing errors etc.
Setting up that sort of smoothing is a pain with SG's in max, the Maya hard edge type system makes it a lot easier.
https://github.com/Pjanssen/EdgeSmooth/blob/master/README.md
My wild guess will be about the Win7 "user admin account right" thingy, but just to inform that your Outliner script works fine and no problem at all.
Any idea regarding this issue?
When I download the master ZIP from github, move the Installer folder into a MZP, then try a drag-n-drop install in Max 2010 32bit, I get these errors:
EdgeSmooth Plugin Installation
Beginning installation.
Checking requirements...failed
Installation failed
Close
Error
This 3dsmax version is not supported by the EdgeSmooth plugin in this installer.
OK
Yep, I managed to not migrate my old website in time...
I've put up a temporary download location for it: http://edgesmooth.pjanssen.nl/
The sourcecode on github does not contain any precompiled plugins or installers. It's just the source code for them.
To compile the EdgeSmooth plugin from the source, you'll have to:
1) Make sure you have an appropriate version of the SDK installed.
2) (Optional) Add a build configuration for a new 3dsMax version.
3) Modify the build_all.bat to suit your version requirements.
4) Run build_and_bundle.bat
This will build the plugin and bundle it into an installer.
Is there a way for you to add a fix for the viewport display errors? If I harden some edges, then add an Edit Normals modifier, this fixes the errors. But it would be great if your script made the fix automatically instead.
You were right, i check the plugin.usersettings.ini at my office computer keeps on update with our company internal plugins list, even after I put in manually the part to edge smooth. Is there any way to reference the location of the edge smooth plugins other then use the plugin.usersettings.ini?
Also, this doesn't seem to work correctly with the sbm export. It is confusing the smoothing groups. Before I post this for Jogshy, is this the fault of max? Is this plugin flawed? As you can see, the reimport of the obj even though it has the normals correct, but one smoothing groups. SBM incorrectly will not see the edge. In other words, SMB is limited to smoothing group based normal modification versus hard edge modification.
About your projection test... it says in the Help that some modifiers don't fully support edited normals, so I bet the Projection modifier is doing some wonkiness there.
Is EdgeSmooth simply applying Smoothing Groups? Or is the script actually editing the vertex normals directly?
this is what i waiting for . =]
maya's soft hard edge tools is more powerful than this tools.
https://github.com/Pjanssen/EdgeSmooth
http://www.maxplugins.de/r2015_files/pier/edgesmooth_1_0_2.mzp
After i recompiled it myself i found out that generaous David Baker from maxplugins.de already has done so ...
BTW: Autodesk did NOT buy Outliner, they did'nt buy anything from Pier Janssen