[Bf-funboard] Automatical triangulation after bevel

Howard Trickey howard.trickey at gmail.com
Thu Mar 19 13:03:03 CET 2015


Your "edge collapse" method is good, but seems to be different from what
you originally asked. Something more along the line of more options for
terminating a chain of edges, or places where the chain 'turns' in a
grid-like mesh.  There are some interesting options in C4D that would
probably be worthwhile to add:
https://www.youtube.com/watch?v=x5G_EMc0M6Q

On Thu, Mar 19, 2015 at 7:54 AM Maxim Tkachenko <malefic.max at gmail.com>
wrote:

> Sorry)
> "Quadrification" would be great too. Well, now i just collapse the
> triangles, which appear on the ends of beveled edge. It works good for my
> tasks.
> 1) http://s30.postimg.org/58l1kqf5t/screenshot_161.png
> 2) http://s30.postimg.org/oey8nwvnl/screenshot_162.png
> 3) http://s30.postimg.org/is1vqft4x/screenshot_163.png
> I make low poly objects, so triangles are ok sometimes for me.
>
>
> 2015-03-19 13:21 GMT+02:00 Howard Trickey <howard.trickey at gmail.com>:
>
> > What about the other question: triangulate or try to make a mixture of
> > quadrilaterals and triangles to minimize the number of faces created?
> >
> > On Thu, Mar 19, 2015 at 6:51 AM Maxim Tkachenko <malefic.max at gmail.com>
> > wrote:
> >
> > > Yes, of course I mean N-gons only :) Because often there can be a
> 6-gons+
> > > after bevel.
> > >
> > >
> > > 2015-03-19 12:46 GMT+02:00 Fredrik Haikarainen <
> > > fredrik.haikarainen at openmailbox.org>:
> > >
> > > > It seems like he wants the faces marked "5" on the picture
> > triangulated.
> > > > It would actually
> > > > not be a bad feature, I know I've had to do this exact thing manually
> > > > several times.
> > > >
> > > > On Thursday, March 19, 2015 10:34:58 AM Howard Trickey wrote:
> > > > > Would you want the whole mesh triangulated? I'm guessing not.
> > > > >
> > > > > >From the screen shot, seems like you only want faces with more
> > > > >
> > > > > than 4 vertices triangulated.
> > > > > And do you really want them triangulated, or would you prefer
> > > > > a mixture of quads and tris, maximizing quads?
> > > > >
> > > > > Would other users find this useful too?
> > > > >
> > > > > On Thu, Mar 19, 2015 at 3:59 AM Maxim Tkachenko <
> > malefic.max at gmail.com
> > > >
> > > > >
> > > > > wrote:
> > > > > > Hi!
> > > > > > Is it possible to make a checker to automaticall triangulate mesh
> > > after
> > > > > > Bevel operation?
> > > > > > http://s30.postimg.org/r6hieiu69/screenshot_160.png
> > > > > >
> > > > > > --
> > > > > > Maxim
> > > > > > http://itcomp.org.ua
> > > > > > http://b3d.org.ua
> > > > > > _______________________________________________
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> > >
> > >
> > >
> > > --
> > > С уважением,
> > > Максим Ткаченко
> > > http://itcomp.org.ua
> > > http://b3d.org.ua
> > > _______________________________________________
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> > > Bf-funboard at blender.org
> > > http://lists.blender.org/mailman/listinfo/bf-funboard
> > >
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> >
>
>
>
> --
> С уважением,
> Максим Ткаченко
> http://itcomp.org.ua
> http://b3d.org.ua
> _______________________________________________
> Bf-funboard mailing list
> Bf-funboard at blender.org
> http://lists.blender.org/mailman/listinfo/bf-funboard
>


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