Just joined the Beta, and I’m very excited to start trying this software out. Rather than dive right in, I thought I might check to see if there are any resources for getting started, is there any existing documentation that explains the UI, options, workflows etc?
I’ve had a bit of a play, and am pretty impressed with results so far.
I’ve been using all default values and using the ‘suggested’ radius where applicable. Obviously, if you’re original data set is noisy, the mesh will be noisy… It could be nice to have a noise filtering tool to use before or after meshing
[attachment=1]seq_trial_01.png[/attachment]
[attachment=0]seq_trial_02.png[/attachment]
There seem to be quite a lot of settings to play around with, It would be nice to have a short description of what these are and how they might affect a mesh.
The description of all controls is available in the SQ Reference Manual I posted a few minutes ago in the Builds forum.
That being said, your workflow was correct - you are not supposed to touch most of those advanced controls in 99% of the cases, as we tried to pick the defaults to work out of the box with the majority of data sets.
The Radius value is really the only one you should be tweaking in the beginning, and unfortunately the suggested values tend to be a bit too high right now (we have a Defect logged against it and will be looking at improving it). In most of my tests, I tend to manually set the Radius to about half the suggested value.
A typical workflow would be to create a Point Loader, a Point Region Of Interest and a Mesher.
Adjust the Point ROI to include only a small subset of the points, and hit F5 to remesh.
Tweak the Radius and remesh until you like the result.
You can then either disable the Point ROI, or Fit it to the point cloud to include all points, and mesh with your new favorite value.
If your point cloud contains color data, you can turn off the interactive shading of meshes to display the original vertex colors.
The icon is the 5th from the right on the Main Toolbar and shows a mesh with a light source to the left of it.