Hi
For a project i need to turn 3D models into only equivalent triangles
It's no problem that the triangles deform the shape (explained:
http://www.freebits.nl/images/614beer.jpg )
Tis can be done by exporting, scripting a modifier..doesn't really matter..It just needs to turn the model into equivalent triangles.
I use rhino or 3dmax,
but if you have another program or tool I don't mind trying it out...
(i've tried grashopper but I could only apply it on surfaces..)
Hopefully you can help me out, or give me some keywords to look for...
dave
Replies
If you want your model as is, but triangulated, just convert it to editable mesh. Or export it as an .obj as triangles.
If that is the case, you'll need to do that manually.
Thujalvi dat exactly what i'm talking about..
I don't need it to lower the poly amount or filesize
I need it for the looks, losing detail doesn't matter...
Turn it into mesh I get something like this( not Equilateral):
http://ars.els-cdn.com/content/image/1-s2.0-S1388245799002023-gr1.jpg
What I need is more like this: http://www.cgal.org/Manual/latest/doc_html/cgal_manual/Surface_mesher/sphere-surface.png
The only problem is that I need all the triangles to be the exact same size..
this is probably what makes it so difficult..
Thanks a lot for all your reactions!!
But again, these will triangulate the model based on the pre-existing quads. I don't believe there is a way to get a new mesh with equal-distance triangles in it other than to do it manually. To be honest, I don't think something like that would have any practical use, so I don't see why anyone would have developed something like that. But I could very well be wrong.
I tried them, but they bassicly all start from quads..
SO if you convert them they will turn into rectangular triangles..
My model should be build on the same way as this stuff:
http://www.vandegoorspeelgoed.nl/media/catalog/category/triqo_logo.jpg
That's a practical use right
ANyone might have some keywords or something to look for?
I'm empty..
Then, if you're using max, your best bet would be to go with a geosphere prim, which looks like this right off the bat:
If you then deform it, then yeah, will need some sort of remesher that rebuilds it out of equilateral triangles.
There may be something like it here, in an app I have absolutely no knowledge of, so couldn't bother to read through it all that much, but might be worth a look: http://www.altairhyperworks.com/(S(3fu2zyrlbyi03xcofiue25jd))/hwhelp/Altair/hw11.0/help////hwtut/hwtut.htm?hm3200.htm
All the software looks interesting but still doens't do the job..
Or at least i couldn't do/find it...
We need a lot of 3d models to turned into equivalent triangles...
So it would be great if we could do this with just one simple step, or export method...
Does anyone might know someone who could make this? or program the script to easily do it ourselfs...
First of all, what tools are you using?
Everyone here have been giving you the same advice. You can import it in zbrush and use Decimation master at an extremely low percentage. This will convert all mesh to tris where it feels fit. Not exactly what you want.
In Maya, you can select the quads, go to mesh options in the menu and triangulate. https://dl.dropbox.com/u/7401935/Tris.jpg
Is this what you wanted?
sorry but that's the problem, they really need to be like this:
http://mathworld.wolfram.com/images/eps-gif/EquilateralTriangle_1000.gif
however they should all be the same size....but is a little step forward
I remember using 3DC, and at one point the software crashed on me (EI: The file wouldn't work properly after the last save/load) so I kinda was forced to use a 3D capture program to recapture my (in this case) Retopo model.
To my surprise, I found that each quad of my model was split into an Equilateral Triangle, and once vertice right in the middle. It kinda was useless to me, but some quick dirty experiments with a colleague of mine got us some interesting results on why some programs might do this (EI: caching an Equit-Tri version of mesh incase cuts are made in real time as it can interpolate and neighbor the polygons).
It's also a very effective way to fight model ripping, I cannot recall which game, but there is a Korean/Japanese game out there that IIRC did this to stop people from ripping them models, unless your created the right converters for them, but they were protected and buffered.
Sorry, kinda went full verbal diarrhea there, but the gist is, either to protect your models or do some really procedurally fancy stuff.
Anyhow.. my best bet would be to create a script or external program which creates a new mesh on top of the source mesh with equilateral triangles.
Trying to fit the shape as close as possible. It's impossible to fit it absolutely but the more tries you use for reconstruction the closer you will get.