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Triangulation command
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Jeroen
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PostPosted: Sat Jan 07, 2006 2:30 pm    Post subject: Triangulation command Reply with quote

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 Smile). 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
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PostPosted: Sat Jan 07, 2006 2:42 pm    Post subject: Reply with quote

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! Smile
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Sindwiller
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PostPosted: Sat Jan 07, 2006 3:40 pm    Post subject: Reply with quote

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
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PostPosted: Sat Jan 07, 2006 3:46 pm    Post subject: Reply with quote

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. Smile Good idea?
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Sindwiller
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PostPosted: Sat Jan 07, 2006 7:17 pm    Post subject: Reply with quote

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.
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granada
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PostPosted: Sat Jan 07, 2006 9:36 pm    Post subject: Reply with quote

Hi there guys,i find it usefull Very Happy .







It might be handy to leave it in so people can use it if they need to Wink (just a thought).

Dave
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Daaark
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PostPosted: Sat Jan 07, 2006 10:43 pm    Post subject: Reply with quote

Agreed^^^.

I use it.
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Paul-Jan
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PostPosted: Sun Jan 08, 2006 8:50 am    Post subject: Reply with quote

Well, I'm convinced Smile
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Sindwiller
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PostPosted: Sun Jan 08, 2006 9:59 am    Post subject: Reply with quote

Question

I tought the triangulation command converts square polygons into triangles??

wfg, Sindwiller
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trucker2000
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PostPosted: Sun Jan 08, 2006 5:35 pm    Post subject: Reply with quote

I have no idea what you guys are talking about, so won't state one side or the other.
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Jeroen
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PostPosted: Sun Jan 08, 2006 5:38 pm    Post subject: Reply with quote

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. Smile
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trucker2000
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PostPosted: Sun Jan 08, 2006 6:05 pm    Post subject: Reply with quote

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. Confused
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Jeroen
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PostPosted: Sun Jan 08, 2006 6:58 pm    Post subject: Reply with quote

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. Smile
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Sindwiller
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PostPosted: Sun Jan 08, 2006 8:15 pm    Post subject: Reply with quote

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
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Jeroen
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PostPosted: Sun Jan 08, 2006 9:49 pm    Post subject: Reply with quote

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 Wink)

If you look at Wings, for example, you'll see that it works with polygons too.
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