I have presented this issue before and unfortunately got no resolution. It seems a difficult issue to resolve so whoever resolves it will have genius status.
When I apply instances (dots) to my vertex group they do no distributes evenly. Sometimes I get lucky and that seems to be around 20,000 to 30,000 Quad Count but is by no means reliable. I would like to be at about 200,000 Quad count for a smoother surface but as with any setting it is very unreliable and I can spend hours hoping I get a good remesh.
You can see that my last attempt is at 1,000,000 but that is just because that is the last one I tried. I actually once had it work at 1million soooooâŚ? Iâm getting to the point of thinking that Quadremesher is not good enoughâŚ? But, I donât want to cop out with such a simple, parts replacement explanation.
Iâve attached screenshot from present and past. Keep in mind that the one Labeled âMissing Dotsâ is the current results while the others are from in the past. The last/first screen shot is from the last time I presented this problem when it âfixed itselfâ. That is when I got some decent advice, to leave it alone and be happy I got lucky. So I have been counting on time wasting luck for about a year now and I âNEEDâ it to be reliable now.
Oh, So, I have a successful result but it is at 20,000 Quad and while I have smoothed a number of times it is just not smooth enough as you can see in the screen shot of it in the slicer, titled âNot Smooth Enoughâ
It is hard to know why an area is missing dots without the original file. If you want equally spaced dots, just pick vertices from the original mesh and instance your objects on them instead of using the distribution node. The mesh seems to have relatively uniform polygon sizes.
Itâs a long story.
This is my original mesh. Do you think it will work?
This comes from Freecad and I have remeshed it all kind of ways in freecad before bringing it into Blender over the past year+ with nothing seeming to help reliably. Only luck.
So, Story is. It is very difficult to get a smooth surface coming out of Freecad. As you say using the original kind of works but the anomalies on the original show up when it is to be printed. Retopo removes most of the anomalies so that is why I need retopo. I have been able to do a lot with my model after being retopoâd when it works right. But it is the same model all the time. So, I am thinking QuadRemesher might have something to do with itâŚ? This is part of my question.
On this attempt I remeshed at 20k and it didnât work. I went to 21k and it worked. That does not mean it would work again at 21k. There might be a correlation with the use of Detecting Hard Edges but it is not reliable.
It depends, Quad Remesher is good but you can use the remesh modifier which has couple different options. It might give you better results. You might need to project the mesh back to the original mesh for better representation, again it all depends on what you need. Use mesh to points node for starters once you have a good enough mesh.
Well, I just applied the dots to the original mesh and it comes out even. That is great but, with the remesh I am able to sculpt and refine changes to the model. I think I understand what you are saying about projecting back to the original mesh but I lose the ability to use the retopo to edit�
That is actually not what I recommended but if it works it works. My original recommendation was not to rely on the point distribution node, rather relying on the actual vertices or the face centers of the underlying remeshed mesh once it is remeshed in a way that is suitable for a uniform distribution, think of it like a checker board. You put the pieces in the middle of the faces of the actual grid mesh.
Would I be able to adjust the density and such of the dots as the Poisson Disk allows?
Are you saying that each dot would sit on a face of the remesh and that I should experiment with different remesh to find one that spreads them evenly? Such being that the dots would be linear and not random?
Regardless, lets not lose sight of the fact that it sometimes works and always works with the original mesh. So, the problem is not with the nodes. The problem is in the QuadRemesher because that is the only variable that effects the even distribution of the dots.
I can not find a QuadRemesher forum or any link to Help from Exocide/QuadRemesher. I know they made it easy to pay them though.
In particle system > hair you should have advanced options wiith checkboxes, in it that that says âevenâ or anything that is not random distribution. Use, too, vertex groups for your mesh.
Now Iâm getting tessellation. Everything I export to my slicer is tessellated (I think is proper terminology).
I had this problem before but that was a long time ago and I forget what fixed it. Iâm going crazy here! There has to be a setting I accidentally changed?
Seeing geometry in a slicer is completely normal behaviour. Itâs not a setting (unless blender isnât applying certain modifiers during export), and depending on scale, it simply doesnât matter.
Blenders smooth feature is just shader based. It has no bearing on the actual geometry, and so when you export it, youâre just seeing it how it actually is. if you want it to be smoother, then you need to increase your geometry in Blender. A level 2 subsurf will likely be more than enough.
What do yo mean by increase geometry. If that is the case then it got changed accidentally and I see no setting. Can you direct me to this setting for geometry? There is no distortion on my Blender model.
Everything is the same as far as I can tell though something must have changed. If I take the same file that was saved days ago and export it, it exports with the distortions, If I bring it back into Blender the distortions are there. It seems certain to me that something in the export procedure has changed.
The model has been QuadRemeshed but so were the all the models from two days ago.
I am not familiar with Subsurf Modifier and I donât see it on the menu of modifiers. I have not needed to do so in the past. Perhaps this has something to do with the subject of this thread âInstances not evenly distributedâ but this tessellation/distortion issue just started last night and I can not think of anything I changed intentionally to cause this. I feel like I accidentally changed a simple setting.