I have a dense (200x200) editable poly plane, UV mapped. I need it
to have a non-uniform density in tris, based on a bitmap.
My native software is 3DS Max, so methods within that are ideal, but I am open to using other software/paid plugins - whatever is needed to get the job done.
I would like to something like
Max's Multires or ProOptimizer, but with the ability to control the density
(polygon size) with a black and white map. Where white = maximum
polygon density and black = minimum, within a range I set. What would be the best way to go about doing this?
Replies
I would try adding density, rather than removing.
Vol Select can use a bitmap as the selection mask, and grays become soft selection.
You might be able to add a Quadify modifier on top, not sure if it respects incoming selections.
There are a number of other subdivision/tesselation modifiers to try.
zbrush can decimate based on a mask
Eric's suggestions will likely work well if you layer a few selections and tesselate modifiers
Houdini is probably your best bet though
It appears that the plugin is treating my plane like a 3D object when it fragments it. This is creating many duplicate vertices, which is messing up my PLY export/point cloud conversion process down the line. I have attempted to weld the duplicate verts to no success. While that can reduce SOME vertices, it won't reduce all of them. Overlapping verts on the different fragments are also causing "rats nest" errors on export.
I'm surprised that there is no "2D plane" option for Rayfire. (It appears there is a checkbox for it on radial fracture, but that one doesn't work for my needs.)