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Radiance wrote:even if you can get the base simple mesh back, it's still not good enough as the user does'nt want to slow his maya opengl view to a grinding halt selecting a high subdivision level, which is'nt exported anyways...

Radiance wrote:The loopdiv shape does'nt support different levels for different groups of vertices.
# Polygon Shape |pSphere1|pSphereShape1 (set 0)
AttributeBegin
ConcatTransform [6.000000 0.000000 0.000000 0.000000
0.000000 0.000000 6.000000 0.000000
0.000000 -6.000000 0.000000 0.000000
0 0 0.000000 1.000000]
NamedMaterial "lambert1"
Shape "trianglemesh"
"integer indices" [
0 1 2
0 2 3
1 4 5
1 5 2
2 5 6
2 6 7
3 2 7
3 7 8
9 10 11
9 11 12
12 11 5
12 5 4
15 16 17
15 17 18
16 19 20
16 20 17
21 22 23
21 23 24
22 8 7
22 7 23
23 7 6
23 6 20
24 23 20
24 20 19
]
"point P" [
-1.375000 -0.000000 1.375000
-0.750000 -0.000000 1.750000
-0.875000 -0.000000 0.875000
-1.750000 -0.000000 0.750000
0.000000 -0.000000 1.875000
0.000000 -0.000000 0.937500
0.000000 0.000000 0.000000
-0.937500 0.000000 0.000000
-1.875000 0.000000 0.000000
1.375000 -0.000000 1.375000
1.750000 -0.000000 0.750000
0.875000 -0.000000 0.875000
0.750000 -0.000000 1.750000
1.875000 0.000000 0.000000
0.937500 0.000000 0.000000
1.375000 0.000000 -1.375000
0.750000 0.000000 -1.750000
0.875000 0.000000 -0.875000
1.750000 0.000000 -0.750000
0.000000 0.000000 -1.875000
0.000000 0.000000 -0.937500
-1.375000 0.000000 -1.375000
-1.750000 0.000000 -0.750000
-0.875000 0.000000 -0.875000
-0.750000 0.000000 -1.75000
]
AttributeEnd


No, that is what the "uniform" method would do; adaptative tesselates the object according to the highest local level edited. Backfaces in the demo object are coarse. I think it's fine as is.The only part that's different for me is the "adaptive convert subdiv to polygon" that tesselates the entire object to the highest level ??!

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