This is looking very promising, Steven. Hope you'll find the time to expand
the toolset!

I'll be happy to test. And in case you need inspiration:
http://pages.citebite.com/n2g3k8p3p1pak

:-)


On Thu, Nov 28, 2013 at 3:19 PM, Chris Marshall
<[email protected]>wrote:

> Thanks Steven,
> Well I'm going to try getting some 3d prints made and will try both
> methods. Your way is quickest, but the files are big if I try and keep
> sharper detail. The alternative which I now have working is to break the
> 3000 cube model into its individual pieces using Joeys plugin, then Boolean
> them all back together using a script supplied by Peter B. This is a much
> slower method when dealing with so many cubes, but it works and generates
> files that are much smaller.
> Thanks again for your input.
>
>
>
>
> On 28 November 2013 19:20, Steven Caron <[email protected]> wrote:
>
>> if you need those perfect edges from the original cube then booleans will
>> probably be your best bet. otherwise using my custom ice nodes you can
>> decrease the voxel size a lot (increasing total voxels) and use the
>> 'adaptivity' parameter on the volume to mesh node to reduce the density to
>> something manageable.
>>
>>
>> On Thu, Nov 28, 2013 at 5:29 AM, Chris Marshall <
>> [email protected]> wrote:
>>
>>> Thanks Peter, much appreciated. I shall give it a go and report back.
>>> Cheers
>>>
>>>
>>>
>>> On 28 November 2013 12:49, <[email protected]> wrote:
>>>
>>>>   as matt said, first separate each polygon island.
>>>> there are some scripts out there that do this, but worst case: select
>>>> with polygon island filter, then extract and so on.
>>>>
>>>> then boolean all of them one at a time - in the top right of the image
>>>> I attached, was the line of vbscript I used for this:
>>>>
>>>> for i = 1 to 71
>>>> ApplyGenOp “BooleanGenUnion”, , “polymsh” & i – 1 & “;cube” & i, 3,
>>>> siPersistentOperation, siKeepGenOpInputs
>>>> next
>>>>
>>>> It expects there to be a series of objects named cube1, cube2,...
>>>> (select all your extracted meshes, alt+enter for a multippg and rename them
>>>> – they should now have sequential names) and a series of objects polymsh0,
>>>> polymsh1,... which are the results of each boolean.
>>>> it’s not very smart for naming, so create the first boolean by hand,
>>>> duplicate it and name it polymsh0.
>>>> Now it should find all subsequent booleans which will be named
>>>> polymsh1,polymsh2 and so on - that get created by the script.
>>>>
>>>> it runs a few seconds and the very last polymsh should be the result of
>>>> all booleans, *if nothing went wrong*.
>>>>
>>>> If it has only part of the objects, that’s because somewhere along the
>>>> line a boolean didn’t work – and resulted in an empty mesh. So find the
>>>> last one before the empty one, and boolean them by hand.
>>>>
>>>>
>>>>
>>>>
>>>>  *From:* Chris Marshall <[email protected]>
>>>> *Sent:* Thursday, November 28, 2013 12:30 PM
>>>> *To:* [email protected]
>>>> *Subject:* Re: skin lots of cubes
>>>>
>>>>  OK I accept that, it's not ideal but it's a solution. I'd rather get
>>>> the result you have with the multiple booleans / hard edges, which is what
>>>> I was after, but how are you doing it?
>>>>
>>>>
>>>>
>>>> On 28 November 2013 11:26, <[email protected]> wrote:
>>>>
>>>>>   I’m kind of with Matt on this.
>>>>> If it’s simple cubes and no rounded corners you’re after, booleans
>>>>> would do.
>>>>>
>>>>> see the attached, the middle one is a scripted boolean between 70
>>>>> cubes.
>>>>> Nothing so fancy as what Matt suggests – just a boolean between two
>>>>> cubes, then a boolean between the result and a third cube and so on.
>>>>>
>>>>> I was surprised to see that you can get something acceptable with
>>>>> rounded corners even, depending on how demanding you are.
>>>>> the one on top has the rounded corners shader - which unfortunately
>>>>> only considers the convex angles.
>>>>> the one below has a rounded bevel on all edges – so concavities are
>>>>> treated as well – but there are some nasty spikes.
>>>>>
>>>>> Booleans generate less than ideal topologies for working with – doing
>>>>> smooth deformations on top of all of this will be troublesome.
>>>>>
>>>>>  *From:* Matt Lind <[email protected]>
>>>>> *Sent:* Wednesday, November 27, 2013 7:25 PM
>>>>> *To:* [email protected]
>>>>> *Subject:* RE: skin lots of cubes
>>>>>
>>>>>
>>>>> Couldn’t you separate by polygon island, Boolean, then re-merge?
>>>>>
>>>>>
>>>>>
>>>>> That much could be scripted without too much trouble as you could do a
>>>>> distance search between cubes to know which cubes should be Booleaned with
>>>>> each other.  You could script it to Boolean while merged, but that would
>>>>> require a little more work in the form of the algorithm.
>>>>>
>>>>>
>>>>>
>>>>> Matt
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> *From:* [email protected] [mailto:
>>>>> [email protected]] *On Behalf Of *Chris Marshall
>>>>> *Sent:* Wednesday, November 27, 2013 7:01 AM
>>>>> *To:* [email protected]
>>>>> *Subject:* skin lots of cubes
>>>>>
>>>>>
>>>>>
>>>>> Hi All,
>>>>>
>>>>> After managing to get a frozen poly mesh from hundreds of ICE cubes,
>>>>> what I need to do now is perform something like a boolean union on them 
>>>>> all
>>>>> (though they are a single merged polygon), a bit like polygonizer but
>>>>> without the round corners. Any tools out there that could do that?
>>>>>
>>>>>
>>>>>
>>>>> Thanks
>>>>>
>>>>> Chris
>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>>
>>>> Chris Marshall
>>>> Mint Motion Limited
>>>> 029 20 37 27 57
>>>> 07730 533 115
>>>> www.mintmotion.co.uk
>>>>
>>>>
>>>
>>>
>>>
>>> --
>>>
>>> Chris Marshall
>>> Mint Motion Limited
>>> 029 20 37 27 57
>>> 07730 533 115
>>> www.mintmotion.co.uk
>>>
>>>
>>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>

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