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Simplify 3d review
Simplify 3d review






simplify 3d review

Note that, within this tutorial, we will not use the -compact master operation (which also does some other things apart from decimating the mesh), but we will instead limit ourselves to the mesh decimation part. We will explore all of the settings for untextured meshes by example within the following paragraphs. The last three settings, decimation:collapseUnconnectedVertices, decimation:boundaryPreservationFactor and decimation:collapseDistanceThreshold can be used to control (and enable / disable) the collapsing of unconnected, closeby vertices and, for the boundary preservation, to specify how strongly boundaries should be preserved during the decimation process. With decimation:preserveTopology, you can turn the strict preservation of topological features on or off.

simplify 3d review

The setting decimation:preserveUVs is discussed within a separate tutorial. There are two methods available: "quadric" (the default) and "edgeLength". The third setting is about the choice of keeping the original input normals also after decimation or computing entirely new ones, the latter is recommended for most cases and set as default.ĭecimation:method, can be used to specify which method should be used for decimation. You can read more about this topic here.ĭecimation:defaultTarget is a setting related to decimation, however, is only used when decimation is indirectly invoked using the compact (-c) master operation. For example if there is the need to have a more dense topology in some areas, such as human faces, those can be weighted more compared to other areas of the mesh.ĭecimation:preserveUVs and decimation:preserveMaterialBorders are working very well together if the texture coordinates and material coverage should be preserved while also simplifying the geometry. The first setting, decimation:qualityWeight can be used to give some vertices more quality weight than others in the decimation process. Target parameter for decimation during compact UV extent after which a UV channel is considered repeating (= tiling texture) Threshold w.r.t BBox diagonal for collapsing nearby vertices

simplify 3d review

Preserves texture coordinates during decimationįactor to steer preservation of boundaries during decimation Switches computation of new normals after decimation on or off Preserves repeating texture coordinates during decimation Preserves vertex normals during decimation Preserves mesh material borders during decimation Preserves borders (vertices) common between meshes Switches collapsing of nearby, unconnected vertices on/off RapidCompact CLI has several settings that can be used to control the decimation process:








Simplify 3d review