21.02.2020

MoI discussion forum Optimize 3D models: Atangeo Balancer Full Version: From: Mark Brown (MABROWN) 31 Oct 2010 To: ALL Good question regarding the possibility of putting it on a USB stick. The Atangeo forum might be the place to ask, they have always responded quickly to my enquiries. I've been using Balancer to reduce models from Moi with excellent results. Vertex normals have been handled very nicely on my models and it does a great job of maintaining material boundaries. Mark From: jbshorty 1 Nov 2010 To: ALL I've been running some tests on high-detail models from Rhino and Sensable's Freeform voxel sculpting program. Test meshes were in the range of 2.5m polys.

Optimize 3d Models Atangeo Balancer For Mac

Balancer handles them quite easily with good results. From: atangeo 9 Nov 2010 To: ALL Hi guys, Thanks to everyone for very positive feedback. PaQ, Thanks a lot for your great comparison and review. Balancer for Mac is now officially released!

The Windows version has been also updated with some improvements to visualization and navigation. And now you can run Balancer for Windows from a USB stick.:) From: Frenchy Pilou (PILOU) 9 Nov 2010 To: ALL @PaQ Have you try Meshlab?

/ and Decimation Master inside Zbrush? From: falcon76 9 Nov 2010 To: ALL Thanks for the news! Now that is usable from an USB stick it's very interersting! I'll buy it for sure. Are you planning for a combo license Win+Mac? From: atangeo 10 Nov 2010 To: ALL @falcon76 Are you planning for a combo license Win+Mac?

Thanks for asking. We will be glad to give a discount when you buy Win+Mac. We will check how this can be done with our shopping system.

From: PaQ 10 Nov 2010 To: ALL Hi Atangeo, Thats great, I'll probably buy a copy at the end of the month:). Hi Pilou, I did a quick test versus Zbrush decimation, (bottom of the page) For models comming 'outside' zbrush (the modo rhino model in this example), Balancer is much better for the same reasons I posted here: no long micro triangle, no high valance vertex = better shading, especially when you optimize your model at a very low polygon count. Silhouette and shading lools better.

Optimize 3d models atangeo balancer for mac

Now the story is different when you decimate a model created in zbrush, maybe decimation master use the subdivision levels info somehow when precomputing the mesh, but for the same polygon count, details are better preserved in zbrush. But I didnt made tons of test either. Thanks for the Meshlab link, I'll give a try. When I have some freetime. Cheers From: atangeo 18 Jan 2011 To: ALL Balancer 1.2 is available!

Now you can control face densities for selective reduction rate of different groups/meshes/sub-meshes. For example, you can set density of 5 to the head group of your model, to increase the density of the head vertices roughly 5 times. See this user guide page here: Enjoy Image Attachments: From: atangeo 17 Jan 2012 To: ALL Hi Guys! I would like to let you know that Balancer 2.0 released.

Balancer 2.0 features robust and easy to use accurate pixel-based tolerance simplification. Now you can easily obtain desired visual quality just in one click, without thoroughly inspecting simplified models at different triangle count. You specify error tolerance in pixels (say 3 pixels) and your viewport (say 1024 by 1024), and in one click you get a simplified model, which satisfies your quality requirement.

From any viewing direction, the resulting model's silhouette won't deviate by more than 3 pixels. All the rest of new features and improvements we worked on we also added to Balancer 1.5.1 for those who purchased Balancer 1.x. Here is a decimation with 2 pixel error tolerance for 480 x 480 viewport: Balancer is available for both Windows and Mac OS X as usual: Enjoy! Image Attachments: From: stevecim 17 Jan 2012 To: ALL Hi atangeo Please correct me if I'm wrong. I've just started working with MoI (3D modelling) with the intention of modelling some jewellery pieces that I will then get printed at shapways (3D printer) Shapeways have a limit of 64MB file size and recommend max 1 million polygons. Would balancer be a good tool for reducing polygons for simple surfaces areas?

So I can 'save' polygons for high detail areas? Does anyone here know if Wavefront (.obj) is a good format to use a shapeways, I've been using stl sofar?

Cheers, steve From: Michael Gibson 17 Jan 2012 To: ALL Hi steveDoes anyone here know if Wavefront (.obj) is a good format to use a shapeways, I've been using stl sofar? I'd recommend using stl format for shapeways - in general stl is the standard format for 3D printing. Also a binary stl file should probably be a fair amount more compact than an obj file. Michael From: Frenchy Pilou (PILOU) 17 Jan 2012 To: ALL Does Atangeo makes some similar thing like Decimation Master?

Better / Less / Similar? From: atangeo 18 Jan 2012 To: ALL Hi Steve, Balancer will do a good job by simpifying your model adaptively, keeping as much details as possible given your required triangle count. STL is the standard format for 3D printing. Right now, Balancer only supports.obj. But we will release Balancer nPro just in a couple of weeks. It will have metric-based tolerance simplification (not only pixel-based), and support of STL format. Balancer nPro is exactly for simplifying models for 3D printing.

From: atangeo 18 Jan 2012 To: ALL Hi Pilou, Zbrush Decimation master is a good decimation tool, but Balancer is more robust (no mesh artifacts, skinny triangles etc), faster, needs much less resources and thus can work easily with very large models, and can preserve more details given the same triangle count. Also the latest version of Balancer has a unique feature to simplify models down to your required error tolerance. So, basically you get guaranteed visual appearance without thorough inspection and adjustment of triangle count. You may take a look at some comparison of Zbrush Decimation master vs Balancer here: Here is a comment by a Balancer user on ZBrush: From: Frenchy Pilou (PILOU) 18 Jan 2012 To: ALL Many thanks for the precisions! Ps And I have seen that was PaQ (a Moi fan) who made the comparaison test!;) From: chrisd (CHRISDORDONI) 18 Jan 2012 To: ALL Hi atangeo, Will Balancer nPro do any repair for the models that it simplifies?

Like closing holes to make watertight, eliminating non-manifold edges, eliminating intersecting triangles, etc.? Chris From: atangeo 18 Jan 2012 To: ALL Hi Chris, Thanks for your question. The initial release of Balancer nPro will only have watertight verification in addition to the existing tools in Balancer, vertex joining and T-junction elimination. We will gradually add various mesh processing tools like those you mention. Mesh processing is exactly the area of our expertise.:) From: bisenberger 3 Feb 2012 To: ALL I tried the demo and it is way faster than the ZB Decimation Master!

Nice results and simple interface too. Show messages: 8-25 © 2018.

Atangeo Balancer is a popular tool to optimize and simplify 3D models. Its exceptional performance and a novel user interface allow finding perfect balance between visual appearance and the number of polygons, quickly and easily. Balancer utilizes a high quality polygon reduction (aka mesh simplification or decimation) to preserve the visual appearance of your model. The model features, normals, texture coordinates, layer boundaries are all honored by Balancer.

Balancer also features fast and effective triangle reordering to speed up rendering by optimal utilization of GPU vertex cache. Check it out, all your feedback is highly appreciated. Hope you will find Balancer useful. Atangeo Balancer technology is also available as an SDK, which is 32bit and 64bit binary libraries for both Windows and Mac OS X. Balancer has many unique features: - It guarantees preservation of all the model features including simplification of mutual boundaries of layers/submeshes/parts. This for examples guarantees the resulting simplified model does not have GAPS between layers/submeshes.

It has very high quality of triangles, simultaneously on all the levels, and still very good preservation of the original surface shape. It allows to fine tune the simplification results by locking vertices.

It has a novel UI to easily pick the desired level/resolution. And it is very very fast and works easily with very large models.

You are welcome to try it yourself. Best regards, atangeo. I can actuaally say that this is a great piece of software and no, the OP is not paying me to say this. It does work really well. Here, I'll post some examples. The first picture is the original model. It's over400,000 polygons.

WAAAY over that. The second picture was rendered in iClone and is about 43,000 polygons. The second pic's shader is SLIGHTLY different as I couldn't get the exact same lighting and it's a different camera angle, but it's the same model.

Just reduced with Balancer. I don't know how 3DS does it and I hae Lightwave as well and that also may do it, but when all I wanna do is reduce a shape, Balancer is a pretty quick app and really easy to fiture out too.

Debut for mac. I'd just give it a shot and see what it can do. You being a Max user though, you may not need it. But I can say that it's been very useful.BEST OF THE CORE.:A music reel demonstrating the different types of music I produce for multimedia.

Hope everyone enjoys. Best of the Core: Past, Present, and Future by ViRiX Dreamcore Player not working?

Models

Creation begins at the core. I have used Balancer for quite a while now and really do like it. It reduces the models overhead while maintaining good form of the model its reducing.

I find it compliments the other 3D apps I use quite nicely. I've been able to get very good results with models created in Vue and Max and I haven't even downloaded the latest version yet. For my taste it is superior to the modifiers in Max and makes Vue meshes much easier to work with in low poly environments. Very, very simple to use. I LIVE to anymate, irritate and machinamate. Not necessarily in that order.