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Hello! I stumbled upon this repository and I find it very interesting. I am a 3d modeller by trade but I enjoy programming on the side and I have some ideas I wanted to test out but often the models I work with need to maintain quad topology. Would tri-mesh be suitable for manipulating quad meshes & potentially ngons or does it implement some of the groundwork in a way that makes this impractical? Thanks |
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Hi @ant1fact Great to hear that you found it interesting. Can I ask why you need to maintain a quad mesh? I don't think it is feasible to change |
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Hi @asny First of all thank you for getting back & taking the time to be curious why quads are even a thing :) Quad meshes are very common in movies, games, and motion graphics but also used a lot in architectural design. Some of the advantages of quad meshes are (but not limited to):
If you allow, I will post an example by a well-known 3d artist in the film industry. These are some 3d parts that were built using the same techniques that are used in film production: Based on my limited research and understanding, the half-edge data structure seems to be the most performant of all the common 3d data structures so it would make sense if some of the aforementioned 3d applications were also using it. Hence my idea that it should then also be possible to extend the functionality to quads and beyond. (Please excuse my obviously flawed reasoning, but I hope you get me:) Kind regards, |
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Hi @ant1fact
Great to hear that you found it interesting. Can I ask why you need to maintain a quad mesh? I don't think it is feasible to change
tri-mesh
to work directly on quad meshes. You could add a conversion function to and from quad mesh but that would introduce some error and it is not trivial to go from a triangle mesh to a quad mesh.