yjcnbnbnb200 Posted June 23, 2015 Share Posted June 23, 2015 (edited) I use VDB from polygon to convert my geometry to VDB, but the VDB is very sharp and seems losing smooth group, like we use unique point in Facet, how can I get a smooth VDB? My geometry: VDB: Edited June 23, 2015 by yjcnbnbnb200 Quote Link to comment Share on other sites More sharing options...
br1 Posted June 23, 2015 Share Posted June 23, 2015 What about adding a vdbsmooth ? Quote Link to comment Share on other sites More sharing options...
yjcnbnbnb200 Posted June 23, 2015 Author Share Posted June 23, 2015 What about adding a vdbsmooth ? To be honest, I tried but not visible help, instead of fix the sharp egdes on VDB, it bring more circles and loops to VDB. Quote Link to comment Share on other sites More sharing options...
pbarua Posted June 23, 2015 Share Posted June 23, 2015 Smooth your geometry using subdivide. Quote Link to comment Share on other sites More sharing options...
Follyx Posted June 23, 2015 Share Posted June 23, 2015 (edited) I tink subdivide wont work cause there no vertices and no points in a VDB object. Wont work. You can do a VDB smooth and convert it back to polygons. In any case you loose the origin topo. If the VDB is not urgently neccessary for your network process, try another way. I'm not sure (please anyone correct me if I'm wrong): As VDB's are a mathematic model of your origin geo (similiar to NURBS), the edges will be interpreted as (tadaa) edges ;-). So between 2 Polys i.e. on a sphere.the edge have to be the highest area. I think there is no way to smooth it out with a technique similiar to smoothing groups in max cause its "just" a equalization of different light bouncing points, wheras your problem is based upon "real" geometry. Try to lower the voxel size in your "vdb from poly" to i.e 0.005 and you will see the edges very sharp. As smaller the voxels wich "bathe" the geo, as sharper are not coplanar objects; here edges. If you just want to stop the overload of points in your object, try to work with packed primitives. What do you want to achieve? . Edited June 26, 2015 by Follyx 1 Quote Link to comment Share on other sites More sharing options...
pbarua Posted June 23, 2015 Share Posted June 23, 2015 I tink subdivide wont work cause there no vertices and no points in a VDB object. Wont work. You can do a VDB smooth and convert it back to polygons. In any case you loose the origin topo. If the VDB is not urgently neccessary for your network process, try another way. What do you want to achieve? . I mean to subdivide before converting to vdb. Quote Link to comment Share on other sites More sharing options...
Follyx Posted June 23, 2015 Share Posted June 23, 2015 ah sorry, my fault. Yep, before converting works depending on the requirements. Quote Link to comment Share on other sites More sharing options...
yjcnbnbnb200 Posted June 24, 2015 Author Share Posted June 24, 2015 I tink subdivide wont work cause there no vertices and no points in a VDB object. Wont work. You can do a VDB smooth and convert it back to polygons. In any case you loose the origin topo. If the VDB is not urgently neccessary for your network process, try another way. I'm not sure (please anyone correct me if I'm wrong): As VDB's are a mathematic model of your origin geo (similiar to splines), the edges will be interpreted as (tadaa) edges ;-). So between 2 Polys i.e. on a sphere.the edge have to be the highest area. I think there is no way to smooth it out with a technique similiar to smoothing groups in max cause its "just" a equalization of different light bouncing points, wheras your problem is based upon "real" geometry. Try to lower the voxel size in your "vdb from poly" to i.e 0.005 and you will see the edges very sharp. As smaller the voxels wich "bathe" the geo, as sharper are not coplanar objects; here edges. If you just want to stop the overhaul of points in your object, try to work with packed primitives. What do you want to achieve? . Yes you are right. Subdiv is the best way for now. Quote Link to comment Share on other sites More sharing options...
legomir Posted June 25, 2015 Share Posted June 25, 2015 You can use VDB Sooth SDF node with Gaussian method. Quick scane: quick_smooth_sdf.hip Quote Link to comment Share on other sites More sharing options...
CiaranM Posted June 25, 2015 Share Posted June 25, 2015 Looks like you've hit the Nyquist limit. i.e. you're sampling the polygon geometry at a frequency higher than the details of the geometry itself. This oversampling means you won't get smooth interpolation across the SDF, because you're matching the source geometry too closely. Try increasing the voxel size. Quote Link to comment Share on other sites More sharing options...
yjcnbnbnb200 Posted June 26, 2015 Author Share Posted June 26, 2015 You can use VDB Sooth SDF node with Gaussian method. Quick scane: Cool thanks. It works. What is the different between VDB smooth and VDB smooth SDF? Quote Link to comment Share on other sites More sharing options...
yjcnbnbnb200 Posted June 26, 2015 Author Share Posted June 26, 2015 Looks like you've hit the Nyquist limit. i.e. you're sampling the polygon geometry at a frequency higher than the details of the geometry itself. This oversampling means you won't get smooth interpolation across the SDF, because you're matching the source geometry too closely. Try increasing the voxel size. Yes for high detail it convert like what you said I thought. Quote Link to comment Share on other sites More sharing options...
legomir Posted June 26, 2015 Share Posted June 26, 2015 VDB smooth doesn't respect the SDF values of volume primitive Quote Link to comment Share on other sites More sharing options...
yjcnbnbnb200 Posted June 26, 2015 Author Share Posted June 26, 2015 VDB smooth doesn't respect the SDF values of volume primitive Hard to understand, I only know SDF represent interior and exterior part of surface field. Quote Link to comment Share on other sites More sharing options...
Follyx Posted June 28, 2015 Share Posted June 28, 2015 and all the inbetween Quote Link to comment Share on other sites More sharing options...
lukeiamyourfather Posted June 30, 2015 Share Posted June 30, 2015 I use VDB from polygon to convert my geometry to VDB, but the VDB is very sharp and seems losing smooth group, like we use unique point in Facet, how can I get a smooth VDB? My geometry: geo.jpg VDB: vdb.jpg The polygon sphere looks smooth because it has smoothed normals but smoothed normals don't translate into more polygons or smoother geometry. The geometry you see showing through on the VDB is exactly the geometry of the polygon. If you want the VDB to appear smooth then give it smoother geometry to start with (subdivided, higher frequency, etc.). Quote Link to comment Share on other sites More sharing options...
yjcnbnbnb200 Posted July 1, 2015 Author Share Posted July 1, 2015 The polygon sphere looks smooth because it has smoothed normals but smoothed normals don't translate into more polygons or smoother geometry. The geometry you see showing through on the VDB is exactly the geometry of the polygon. If you want the VDB to appear smooth then give it smoother geometry to start with (subdivided, higher frequency, etc.). Thanks! Quote Link to comment Share on other sites More sharing options...
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