raven opened this issue on Jun 25, 2009 · 1706 posts
RorrKonn posted Fri, 24 July 2009 at 9:01 AM
Quote - > Quote - > Quote - RorrKonn: If you ever come across the formula for repositioning the vertices where triangles and quadrangles meet, let me know. I'd be highly interested. Not for organic modeling, because I think Catmull-Clark is sufficient for that, but I've got other applications were that mixed algorithm would be really useful.
I am not getting what your asking.
When you subdivide a mesh using Catmull-Clark or similar methods, the vertices from the original mesh don't stay where they are. They get different positions in the subdivided mesh. There's a formula that determines where they go. That's the tricky part of the whole subdivision method. If you don't get that formula right, you don't get a smooth surface. I can subdivide triangles into triangles and quads into quads until the cows come home. But I don't know the right formula that tells me where to put the triangle vertices.
What app are you modeling in now ?
Can wings sub D a tri in to a Tri now ?
i have never herd of this formula.
sub D'en the mesh the vertices get moved a little bit in all the app's.that i know of.
thay come out with so many new apps n plugs i can not keep up with every thing, thou i do try.
i so want 3D to make it past the stone age.
i no when u sub D close thay shrink in to the base mesh.
i would guess people that make close would be the most motavated for this formula
i would ask the merchents
thay have there own forms
============================================================
The
Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance