eric nixon wrote:It is theoretically possible to output the pretess as a mesh, so ultimately its still a mesh.
Just to clarify each increment of subdiv doubles the number of polys.
I am not sure about that; the only way for it to be the case would be for each subdivision level to bisect each tri, which would quickly lead to a very poor mesh. I would guess it to be done more along these lines:eric nixon wrote:Just to clarify each increment of subdiv doubles the number of polys.
/\ /\ /\
/ \ / \ / \
/ \ / \ /____\
/ \ / \ /\ /\
/ \ /--------\ / \ / \
/ \ / \ / \ /____\/____\
/ \ / \ / \ /\ /\ /\
/ \ / \ / \ / \ / \ / \
/________________\ /_______\/_______\ /____\/____\/____\
So would you say that every quad-input gets triangulated right away (before the first subdivision gets applied? (That should lead to a poor mesh too...)JDHill wrote: I am not sure about that; the only way for it to be the case would be for each subdivision level to bisect each tri, which would quickly lead to a very poor mesh.
Well, I know that all mesh-based renderers at some point start working on triangles. But they obviously have the choice when doing so.JDHill wrote:There is no such thing as a quad in an MXS; if you have quads (or ngons) in your host app, they must be triangulated by your plugin before it can write them into an MXS.
Garbage maps in, garbage render out..."feynman"]A field of beet roots - autumn is neigh
What you rather should try is isolating the .mxm as embedded into another scene.Thanks for your hints, but still, using your suggestions, with pretessellated it looks absolutely flat. I tried it on another PC even.
Well, that's not a drag and drop beauty-solution too...I think, I better give up and hope to be able to use 2.7 soon and then do it with grass as suggested.
Rustebergs image?Still can't get over that render with the knotty rug and these tiny hairs protruding ever so realistically]
Greetings, One of my users with Sketchup 2025 (25[…]
Good morning everyone, I’d like to know if t[…]