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パラメータ
Parallel Processing
Partition By
Connectivity and Bucket Size will have options to partition by connectivity, UV islands, and clusters of primitives. Custom Attribute partitions geometry by a custom primitive integer attribute.
Connectivity
3D Connectivity
Partitions geometry based on individual connectivity.
3D and UV Connectivity
Partitions and geometry based on separate UV islands. Remeshing by connectivity is included in this option.
Bucket Size
Partitions geometry by clustering primitives.
Target Bucket Size
The target number of polygons in each cluster. A lower value will generate more clusters.
Bucket Seed
Randomize geometry clusters.
Attribute Name
The name of the custom primitive integer attribute used to partition geometry.
Visualize Partitions
Assigns a random color to each partition.
Remesh
Remesh Target Type
Target Edge Length sets the
Target Polycount
Ratio of Average Input Edge Length
Ratio of Input Polycount
Adaptive Remeshing
Target Edge Length
Target length (in Houdini units) of resulting triangle edge lengths.
Edge Length Ratio
Ratio of the target edge length to the average input edge length. A ratio of 2 will make edge lengths twice as long.
Target Polycount
Target polycount goal for resulting mesh. Higher remesh iterations will more closely reach this goal.
Polycount Ratio
Ratio of the target polycount to the input polycount. A ratio of 2 will double the amount of polygons.
Adaptive
Target Edge Length Min
Minimum target edge length.
Target Edge Length Max
Maximum target edge length.
Gradation
The rate at which edge lengths are allowed to change from one triangle to the next. Higher values generate fewer triangles but the overall quality is lower.
Remesh Iterations
Increasing this increases the quality of the generated mesh but takes more time. More iterations will produce triangles that are more equilateral. Increasing this parameter while performing Adaptive remeshing may cause holes in geometry.
Smoothing
The amount of additional smoothing to apply after remeshing.
Post-processing
Remesh Seams
Resulting seams can be visible in the resulting mesh, especially in adaptive remeshing. Remesh Seams only remeshes these affected areas, blending them into the whole mesh.
Fuse Remaining Seams
Fuses remaining partitions into a complete mesh.
Recompute Normals
Recalculates the normals of output geometry.
ローカル変数
See also |