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

Julio Iglesias j at zafio.com
Tue Mar 15 16:23:44 CET 2016


My mistake! Tried few past versions and indeed, pretty much the same
result. So I guess it was actually another applicaton and my brain mixed
them :/

As for a more complex sample, perhaps this one:

https://dl.dropboxusercontent.com/u/2294713/nefertiti.rar


On Tue, Mar 15, 2016 at 2:24 AM, Campbell Barton <ideasman42 at gmail.com>
wrote:

> Here's an example of how decimate can be made more uniform taking edge
> length into account.
>
> http://members.iinet.net.au/~ideasman42/pics/decimate_uniform.png
>
> https://developer.blender.org/P336
>
> However this example is so simple, we would want to have some more
> complex tests to really see its impact.
>
> On Tue, Mar 15, 2016 at 11:04 AM, Julio Iglesias <j at zafio.com> wrote:
> > 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...
> > :?
>
> Which version? Tested 2.66, and didn't notice significant difference.
>
> >
> > 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
> >> >> > > _______________________________________________
> >> >> > > Bf-funboard mailing list
> >> >> > > Bf-funboard at blender.org
> >> >> > > http://lists.blender.org/mailman/listinfo/bf-funboard
> >> >> >
> >> >> > _______________________________________________
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> >> >> >
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> >>
> >>
> >>
> >> --
> >> - Campbell
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> >>
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>
>
>
> --
> - Campbell
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