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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sat Jan 07, 2006 2:30 pm Post subject: Triangulation command |
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Question: do you think the current triangulation routines (Centriod & Fan triangulation) should be replaced by a single algorithm that works on all polygons (and not just simple convex ones)? DeleD already has this routine (it is used by polylines ). Note that this routine produces the same result as Fan triangulation when used on convex polygons.
What I like to know is if Centroid triangulation is really useful from a modelers point of view. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Jan 07, 2006 2:42 pm Post subject: |
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I vote we get rid of it, it's nice how it 'respects the original centroids of the triangle', but ... who cares? More triangles = T3H 3Vil! |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sat Jan 07, 2006 3:40 pm Post subject: |
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Quote: |
More triangles = T3H 3Vil! |
Actually, yes but subdivision and triangulating ist very usefull when you work with normal maps. There are much tools that can convert an high polygon version of an model (with extra details...) to an normal map (image) for the "original" lowpoly version.
But that's just future...
wfg, Sindwiller |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sat Jan 07, 2006 3:46 pm Post subject: |
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Sindwiller wrote: |
Actually, yes but subdivision and triangulating ist very usefull when you work with normal maps. There are much tools that can convert an high polygon version of an model (with extra details...) to an normal map (image) for the "original" lowpoly version.
But that's just future...
wfg, Sindwiller |
Actually, DeleD 1.4 features very useful vertex/edge connect routines. Together with edge-split, this means you can very easily subdivide your model.
On topic: I just need to know if Centroid triangulation is used a lot. If not, I'll remove it. Fan triangulation will then become standard for convex polygons. Concave polygons (like a complex polyline) will also be triangulated properly. Good idea? |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sat Jan 07, 2006 7:17 pm Post subject: |
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Quote: |
Actually, DeleD 1.4 features very useful vertex/edge connect routines. Together with edge-split, this means you can very easily subdivide your model. |
I just miss the subvide function from Cinema4D (not the NURBS based one).
wfg, Sindwiller
ps. Yeah, i think the idea is good. _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Sat Jan 07, 2006 9:36 pm Post subject: |
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Hi there guys,i find it usefull .
It might be handy to leave it in so people can use it if they need to (just a thought).
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Sat Jan 07, 2006 10:43 pm Post subject: |
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Agreed^^^.
I use it. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sun Jan 08, 2006 8:50 am Post subject: |
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Well, I'm convinced |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sun Jan 08, 2006 9:59 am Post subject: |
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I tought the triangulation command converts square polygons into triangles??
wfg, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sun Jan 08, 2006 5:35 pm Post subject: |
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I have no idea what you guys are talking about, so won't state one side or the other. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sun Jan 08, 2006 5:38 pm Post subject: |
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trucker2000 wrote: |
I have no idea what you guys are talking about, so won't state one side or the other. |
Haha, just select a polygon and use the Triangulate command. You will have the option of using Centroid or Fan triangulation. Experiment with it and then let me know what you think. |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sun Jan 08, 2006 6:05 pm Post subject: |
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Ok, so centroid splits a poly into 4 triangles, and fan splits it into 2.
Interesting. I hadn't played with this part before. (hadn't needed it yet)
Ok, umm, well, I can see uses for both. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sun Jan 08, 2006 6:58 pm Post subject: |
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Ok, now try to triangulate the top polygon of a 16-sided cylinder, just as Dave showed us here.
Based on the opinions stated in this thread, I'll leave Centroid triangulation in. |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sun Jan 08, 2006 8:15 pm Post subject: |
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Both centroid and fan traingulation are very useful.
Quote: |
Ok, umm, well, I can see uses for both. |
Actually, its standard that polygons ARE triangles. Dont ask me why, but in every 3D-Modeler and Game the polys are triangles.
wfg, Sindwiller _________________ "Ave Jeroen et Paul-Jan!" populus clamant. |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sun Jan 08, 2006 9:49 pm Post subject: |
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Sindwiller wrote: |
Actually, its standard that polygons ARE triangles. Dont ask me why, but in every 3D-Modeler and Game the polys are triangles.
wfg, Sindwiller |
That's not entirely true for 3d-modelers. Humans generally prefer working with polygons, not triangles. That's because they're easier to work with + it means less work in the modeling process. For games, of course, the entire scene usually is triangulated before being rendered on-screen (and if some 3d engine does not, the hardware will do it anyway )
If you look at Wings, for example, you'll see that it works with polygons too. |
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