[Bf-gamedev] Triangulation Modifier changes, and feedback

Dalai Felinto dfelinto at gmail.com
Fri Nov 1 20:27:38 CET 2013


Hi,

I recently committed some changes to the Triangulation Modifier [1]:

1) Quads Split Method: Shortest Diagonal (default), Beauty, Fixed, Fixed
Alternate
2) Ngons Split Method: Scanfill, Beauty

There is a remaining issue though. Users seem to care about non-destructive
workflows and at the same time, fine-tuning control over the triangulation.

For that the easiest solution would be to have the user triangulating the
quads that need to be tweaked. The downside of this is that you loose
things such as edge-loop/rings selection.

Another solution would be changing the code to flag some edges/quads as
'flip-rotation'. This is complicated to implement, leads to a messy design
for the user, and honestly it may not be worth the time to do it.

As a compromise/3rd option one can use an addon to 'rotate' the vertices
indices of a face, and use it with the Fixed or Fixed Alternate quad
methods.
I even implemented that in C, but it should be doable in Py as well [2].
The downside of this is that it would not work with the "Shortest
Diagonal", which seems to be a popular method.

I would like to hear from some real-world pipelines how important it is to
have all-quads meshes, and/or if the current implementation/solutions are
enough.

[1]  -
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Triangulate
[2] - https://github.com/dfelinto/blender-svn/pull/16/files

Many thanks,
Dalai

--
blendernetwork.org/dalai-felinto
www.dalaifelinto.com
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