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Existence ?

Existence ?

2004-01-25       - By Joel Blackwell

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Reply:     1     2     3     4     5     6     7     8     9     10     >>  

Untriangulated coplanar faces can cause problems in all sorts of
environments (rendering, games, etc), though TS can triangulate things
as it renders, saving you having to do it yourself.  This may be why you
don't see any artifacts when rendering non triangulated objects.  If you
want to try it off, just deactivate the trianglaute control under render
options.

Anyway, head here-
http://www.caligari.com/Store/trueSpace/profeatures.asp?Cate=STproTeam
and download the triangulation example video, which explains the
difference between using SDS with both triangulated and untriangulated
faces.  It might be of some help.  Triangulation and SDS work fine
together, if you know how to handle it.

-Joel


Kris wrote:

> At 07:19 AM 24-01-2004, RorrKonn wrote:
>
>> <http://forum.caligari.com/discus/messages/74/14889.html?1074927561>http:/
/forum.caligari.com/discus/messages/74/14889.html?1074927561
>>
>
>
> I generally prefer quads anyway.
>
> One thing I do not like about XFrog trees, in fact, is that it triangulates
> everything.  I personally prefer TreeDO a lot (a Velkarth plug-in for
> tS4.x) in that it does stick with quads (which significantly reduces the
> number of faces, hence the file size and render time), but it's a pain to
> do leaves - tS5 and above cannot utilize TreeDO's native leaf generator,
> which itself is a problem because it can't bend the leaves, and, although
> one can easily "sculpt" terminal branches to act as leaves, the big pain is
> texturing - there isn't a way to tell the plug-in that this set of things
> should eb a different color.  So texturing is the Big Pain.  The Big Pain
> with XFrog is those durned triangulations.  Even after bringing the OBJ
> into tS and subtracting a non-intersecting cube, many still remain and they
> do nothing to increase texture quality, all they do is increase the poly
> count and increase texture times.
>
> IN a way that relates to SDS in that these modelers can generate a variety
> of interesting shapes/objects, but if you want to create a basic object-set
> (let's say you wanted to model a Hydra, either the mythological one or the
> biological one, and then do SDS to model it further, you'd have to use
> TreeDO.
>
> I understand that traingulation is supposed to do something to reduce the
> number of messy faces that don't render correctly, but I've not found this
> to actually be the case, at least not with tS.  Whenever I've tried
> triangulating an object, it has tended to make a mess and cerate *more*
> faces that don't render correctly.
> Go figure.  Of course, I also cannot cooke/bake anyuthing right from a box
> - it always screws up - gotta make things from scratch.  IOW maybe I'm
> doing something wrong.  All I know is that I do not like working with
> triangulated objects, not one bit, and do what I can to avoid having to
> fool with them.
>
> It's just kind of interesting that SDS also does not work well with
> triangulations...
>
> - Kris M. Krieger
>   http://www.pterochromics.com
>
>