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is there a way to batch process turn surface to voxel?


muomuoaabb
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I have a lot of mesh model import into 3dc and I want to do smooth to all meshes to get clean bevel.Now I have to turn the mesh to voxel through the icon in sclupt tree,one by one,which is pretty tedious(about 400 obj in total).is there a way to batch op this process?

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Maybe converting 400 obects to voxels all at once would yield such a high triangle count that 3DCoat would crash. I'm just guessing here without any knowledge of how detailed objects you're trying to batch process on. Just a thought.

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On 9/15/2024 at 10:25 PM, Oleg Shapov said:

There is such a way. But the structure of the Sculpt Tree will be lost.

Or write a script.

 

thanks man for the great approch ! but I think maybe I have to do it one by one.Due to my mesh is too large i think

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On 9/12/2024 at 6:09 PM, yoohasz said:

Maybe converting 400 obects to voxels all at once would yield such a high triangle count that 3DCoat would crash. I'm just guessing here without any knowledge of how detailed objects you're trying to batch process on. Just a thought.

Yeah the meshes are too dense to turn to voxel in one click. The meshes were produced in blender and I lack knowlege about 3dc(Im trying to build a workflow from blender to 3dcoat to substancepainter),next time I really should make it smaller.

Idont know for now the software is not crash...If it did crash should I use the caching proxy?or other method?I almost voxel 70% of the mesh now,,, 

here is a screen shot of process fornow

ccccc.png

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What is the purpose of turning them into voxels? Is there something that can only be done in voxels, and nothing else? I love voxels, but I usually create them inside 3DCoat, and work from there. If you import your meshes as surfaces then maybe the triangle count won't skyrocket so quickly, of course depending on your incoming model's density. I'm also trying to work out a good workflow between blender and 3Dcoat. I'm still stuck at bringing in the exported model from 3DCoat using the app-link. there needs to be a new tutorial where someone goes through all the possibilities of the exchange between thetwo apps (3DC->B3D->3DC->B3D etc. as many times you need to)

 

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Voxels are better for organic modeling and the initial blocking out phase while the Surface mode is better for hard surface modeling since it's a lot easier to retain hard edges while manipulating your model.

 

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On 9/18/2024 at 3:17 PM, yoohasz said:

What is the purpose of turning them into voxels? Is there something that can only be done in voxels, and nothing else? I love voxels, but I usually create them inside 3DCoat, and work from there. If you import your meshes as surfaces then maybe the triangle count won't skyrocket so quickly, of course depending on your incoming model's density. I'm also trying to work out a good workflow between blender and 3Dcoat. I'm still stuck at bringing in the exported model from 3DCoat using the app-link. there needs to be a new tutorial where someone goes through all the possibilities of the exchange between thetwo apps (3DC->B3D->3DC->B3D etc. as many times you need to)

 

I intend to do a bevel process for the meshes,just like zbrush polish workflow.I learned that 3dc really hate too many sculpt objs this time.

the 3dcoat bl applink which is ship with blender actually work but it need to set the exchange file path to C:\Users\admin\Documents\AppLinks\3D-Coat\Exchange\.Then it will work properly.I use the applink to import the mesh and its quite robust.

Even the obj position will be protected,like I delete some parts and import the same parts from blender,they will be in the same position,quite handy!most times it work,but a few times the position and scale is not the same,dont know why,,,maybe also too many objs issue

extrange_filePath.png

Edited by muomuoaabb
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On 9/17/2024 at 5:34 PM, Oleg Shapov said:

45 million triangles is quite a big scene. But it all depends on your computer capabilities and the goal you are pursuing.

thx for the info!So capabilities is based on cpu memory?If mesh count the exceed the capabilities then caching proxy is needed,right?

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On 9/18/2024 at 4:04 PM, Carlosan said:

Voxels are better for organic modeling and the initial blocking out phase while the Surface mode is better for hard surface modeling since it's a lot easier to retain hard edges while manipulating your model.

 

Yeah I know but I intended to do bevel for the mesh like zbrush polish workflow.The topology from blender mesh is totally mess,I dont want to go the support loop sudD

workflow,its too time consuming

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