I don't think you're correct. The gl code receives quads.
It's arbitrary what happens to the quads once opengl gets them.
The modifier will enforce correctness.
On Wed, Nov 14, 2012 at 1:10 PM, CoDEmanX codem...@gmx.de wrote:
OBJ exporter offers a Triangulate Faces option. If enabled, it
The important thing is that any proposed solution will work with export too.
If the obj exporter is still exporting quads and beyond then this is not a
solution.
The modifier solution will make sure the exporter when exporting the dm
exports the same
triangulation. If what you are proposing does
OBJ exporter offers a Triangulate Faces option. If enabled, it won't
export quads, but take the tessfaces and turn quads into tris by using
vert 0,1,2 for one tris, and 2,3,0 for another. This way, you get what
you see in viewport, non-destructive and without extra calculations.
Search for
Sounds to me like there is an inconsistency somewhere in Blender, which
causes the difference in mesh geometry between what baker uses and the
stored/exported data... Shouldn't everything in Blender use tessfaces,
if triangles are required?
When baking with an all quad mesh, the triangulation
Alright, maybe what i had on mind isn't possible in your case.
As Blender has a tessface cache, I thought it should be used throughout
the application for everything that requires tessellated mesh geometry.
Polygon and tessface data can be accessed at the same time, so this is
basically
Tessfaces contain both quads and triangles. The render engine can
store quads natively (uses less memory) and has its own splitting
algorithm which is different than what OpenGL does. Perhaps it would
not be a bad thing to add an option to Mesh datablocks to disable that
smart render engine
When baking with an all quad mesh, the triangulation that is done
internally in Morten's TS might not match the manual triangulation that
the user applies on export, which potentially could cause issues because
This is not exactly the issue. Let me clarify.
The mikktspace part is done at
We already have tesselation (tris+quad), and you can turn the quads into
triangles by taking vert 0,1,2 and 2,3,0. That will give you a
triangulation like seen in Blender viewport. So why not use tessfaces?
I'd like to have a viewport option to show triangulation edges, but I
can't see the
Thanks for the clarification, Morten!
You are of course 100% correct. :)
-Andy
On 10/11/2012 14:10, Morten Mikkelsen wrote:
When baking with an all quad mesh, the triangulation that is done
internally in Morten's TS might not match the manual triangulation that
the user applies on export,
I'm not sure I get what you are suggesting here, but the point of the
modifier (and why it was requested) is to give consistent triangulation
between the baker and the final mesh before baking normal maps. These
can then be exported into a game engine, while still maintaining a
non-destructive
Exactly, the point is not display, but data availability for baking. A
{0,1,2} {2,1,3} scheme is also being considered for the modifier.
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Hi,
There has been a request to me about a triangulate modifier. The
rationale for its usefulness was twofold:
1) It allows artists to non-destructively see the triangulation of their models
2) It allows to have a consistent base for bump mapping, especially
with Morten Mikkelsen's method we use
Hi,
Thanks for working on this Antony! :)
I have been testing this out for a few weeks and I really think it is an
definite improvement to the current Blender baking/exporting workflow
for game artists.
Low poly meshes should always be triangulated pre-normal map bake and
retain the same
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