[Bf-funboard] Feature Request: Uniformity setting for the Decimate modifier

Julio Iglesias j at zafio.com
Tue Mar 15 01:04:49 CET 2016


Maybe this doesn't constitute a "especially bad" case, but it was for me:

https://dl.dropboxusercontent.com/u/2294713/cushion.blend

I would swear Decimate did a better job with those UVs in past versions...
:?


On Mon, Mar 14, 2016 at 3:17 AM, Campbell Barton <ideasman42 at gmail.com>
wrote:

> On Tue, Feb 9, 2016 at 5:27 AM, Jacob Merrill
> <blueprintrandom1 at gmail.com> wrote:
> > also +1 for a 'preserve symmetry' ?
>
> This was added for 2.77
>
>
> https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77/Modeling#Modifiers
>
>
> > also, UV does not seem to work like it used to...
> >
> > I check it, decimate, and then a whole slew of UV mapped faces get
> merged...
> >
> > On Mon, Feb 8, 2016 at 9:15 AM, Julio Iglesias <j at zafio.com> wrote:
> >
> >> +1 plus "Delimit" options for Collapse mode would be a lifesaver.
>
> Yep, would be good to support custom-data checks to delimit seams,
>
> Could someone provide a test-case where collapsing UV's gives
> especially bad problems?
>
> >> On Sat, Feb 6, 2016 at 4:38 PM, Zauber Paracelsus <zauber at gridmail.org>
> >> wrote:
> >>
> >> > +1 for this.  I see the problem with both the Collapse and Planar
> >> > modes.  Planar, however, does have some "Delimit" options that cause
> it
> >> > to stop at things such as material boundaries, seams, sharp edges, and
> >> UVs.
> >> >
> >> > On 02/06/2016 09:19 AM, Paweł Łyczkowski wrote:
> >> > > Hey,
> >> > >
> >> > > Problem: The Decimate modifier sometimes creates a very uneven mesh,
> >> with
> >> > > some triangles really small and some really big and/or long. This
> is ok
> >> > in
> >> > > certain cases, not ok in others.
> >> > >
> >> > > Example: I had cases where I would want to decimate the mesh more,
> but
> >> > that
> >> > > caused big long triangles and ngons in the flat areas.
> >> > >
> >> > > Solution: A Uniformity setting would allow to limit the disparity
> >> between
> >> > > the triangles the decimate modifier creates. 0 would be the current
> >> > > behaviour, 1 would create an even mesh, and everything in between a
> >> > > gradation between those two.
> >> > >
> >> > > Best,
> >> > > Paweł Łyczkowski
> >> > > _______________________________________________
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> >> > > Bf-funboard at blender.org
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> >> >
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>
> --
> - Campbell
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