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[UPDATE] Quadrangulate got a facelift and better algorithms with vers…
…ion 2.0
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= GameDev Quadrangulate = | ||
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#type: node | ||
#context: sop | ||
#internal: gamedev::sop_quadrangulate::2.0 | ||
#icon: quadrangulate | ||
#tags: tech, model, gamedev, cleanup | ||
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""" Simple Node to take a triangulated mesh and attempt to collapse the diagonal edges to return the mesh to a quad dominant state """ | ||
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The Quadrangulate Node is designed to remove obvious edges from a triangulated mesh in order to return to what the original quaded mesh would've looked like. | ||
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It works as a 2 step process, the first step is identifying the diagonal edges in the quads, this can be done iteratively or by assuming a good vertex order. | ||
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Those edges are then deleted, but in some cases this also deletes polygons that were tris on the original mesh. | ||
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The second step works by fixing those edges that have more than 4 points, you can either use a polyFill aproach to fix those areas, or another iterative approach where it divides the mesh up until quads are left. | ||
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[Image:/images/quadrangulate_2_squab.jpg] | ||
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[Image:/images/quadrangulate_2_sphere.jpg] | ||
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@parameters | ||
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== Reduction Method == | ||
Method: | ||
Vertex Order: | ||
Delete every Nth edge of a model | ||
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Longest Edge: | ||
Iteratively remove the longest edge in the mesh until there are only quads left | ||
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Edge to Collapse: | ||
While in Vertex Order Mode this selects which edge of the triangle to collapse, 1st, 2nd or 3rd | ||
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Protect Silhouette: | ||
Avoid deletion of edges that break the silhouette | ||
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Normal Angle: | ||
When Protect Silhouette is on, this determines the angle between 2 faces to break in. | ||
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== Refine Method == | ||
Refine Method: | ||
PolyFill: | ||
Resolve NGons by using the polyFill Quadrilaterals option. | ||
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Iterative Divide: | ||
Iterative slice the NGons until they are all quads or tris. | ||
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Fallback Fill Mode: | ||
When in PolyFill mode, how to resolve cases where the Quadrilaterals option fails | ||
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Edge to Dissolve: | ||
When in Iterative Divide mode, how to determine which edge to be divided | ||
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Operator: gamedev::sop_quadrangulate::2.0 | ||
Label: GameDev Quadrangulate | ||
Path: oplib:/gamedev::Sop/sop_quadrangulate::2.0?gamedev::Sop/sop_quadrangulate::2.0 | ||
Icon: opdef:/gamedev::Sop/sop_quadrangulate::2.0?IconSVG | ||
Table: Sop | ||
License: | ||
Extra: | ||
User: | ||
Inputs: 1 to 1 | ||
Subnet: true | ||
Python: false | ||
Empty: false | ||
Modified: Wed Nov 6 16:09:13 2019 | ||
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"" | ||
INDEX__SECTION INDEX_SECTION | ||
houdini.hdalibrary houdini.hdalibrary | ||
gamedev_8_8Sop_1sop__quadrangulate_8_82.0 gamedev::Sop/sop_quadrangulate::2.0 |
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