Decimating geometry and maintaining quads

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I have a mesh that's all quads that I'd like to decimate (reduce the poly count) but keep the result in quads. Does anyone have any advice on how to do this? Everything I've tried so far has resulted in triangles.

I was hoping there was something like this video (@2min 38 sec):

http://www.youtube.com/watch?feature=player_embedded&v=PhKC9xdPLhk [youtube.com]

Thanks for your time
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Hey Herve, I do not know what your particular use case is, but have you tried just using the isoOffset SOP set to tetramesh, then adding a divide SOP with a maximun edges of 4? it wont give you clean edge loops, but you would get close to a quad mesh…

alternatively, you can also polyreduce and get a triangulated mesh, then pu a divide sop to compute the dual (checkbox at the bottom), then use a divide sop again to keep the max num of edges to 4

hope it helps!
-G
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