Hi guys!
I did some research and couldn't get it so i am asking here, did anyone ever used some kind of polycount visualizer for Maya? Of course i am not talking about the polycount displayed but just some heat map that would display a color depending of the polycount per sub-object (red being high white being low) a bit like the deformation visualizer of the UV but for polycount. I hope it's clear enough
Replies
However,
It should be relatively simple to build a python script that set vertex colour based on polycount.
It's relatively quick to vert color a whole mesh (vert by vert is incredibly slow) and provided you're not dealing with hundreds and hundreds of meshes it would probably be pretty quick to gather polycount data on the scene and work out your colours.
i though shaderfx might help , but i haven't see any option to access current nb poly of a geo. if i am wrong and shaderfx can access those info that would be the best option without to much R&D needed and fast efficient feedback.
- you build a houdini digital asset (.hda) that do the task
- you load it in maya throw houdini engine
what could be really nice is that you would be able to benefit from auto poly reduce feature inside houdini on geo that have to much poly ,
you can also auto UV or transfer UV from high to low
A bit overkill for your case, but might open lot of possibilities to optimize heavy scene automatically.
https://vimeo.com/262842928
https://www.sidefx.com/tutorials/vertex-density-heatmap/
if you have houdini question feel free to post them here also , i know houdini a little bit.
You have to be very persistant when you start to learn hou, but this will be rewarded !