kawecki opened this issue on Jan 28, 2011 · 12 posts
kawecki posted Wed, 02 February 2011 at 10:16 PM
Dup Faces
I can find duplicated faces that have the same vertice indexes and delete all them with exception of one, two sided faces also are nothing more that duplicated faces with dufferent normals. The problem is which extra face to delete. I have not used any criteria, so the first face found it remains and the other extra faces found are deleted, in case of two sided meshes can produce meshes with holes, well it are not holes the face has inverted normals. If this happens you can fix all running "fix normals" and then all be ok.
Split
It can be a little confusing because I use the same name "group" that doesn't mean the same a a Poser's group. I didn't find another name for it. A Poser group is an arbitrary group of polygons that you select to make part of the group and can be or not conected. What I call a group here is a group of polygons that always are conected, in other words, in a group doesn't exist a single vertice that is common to other group.
If a mesh has many not conected groups of faces, that not necessarly can be in the way you have grouped the mesh, you can split the mesh into not conected groups. If the mesh has all its polygons conected one to other the mesh will not be splitted no matter how many groups it has. If the mesh can be splitted and already has groups all the groups that had will be destroyed and replaced by the new groups.
In many cases a mesh can be splitted in a large number of groups. I have limited the number to 128 groups, it is very hard to work with a mesh with so many groups. In this case the last group will have all the remaining polygons that were not splitted.
This function is very useful for diving a mesh into logical parts for further processing.
I think that adding "delete group" and "export group" can be useful
Invert
This function revert the normals of a mesh and it can work also selecting by group or material.
LuxRender
I changed nothing since this function exist in PropViewer. This function converts a mesh geometry into a LuxRender geometry file and also add a basic material and scene files to be rendered.
Is a fast way, simple and it works that allows you to render something with LuxRender. With a text editor you can edit the basic materials to use all LuxRender materials and also edit and inprove your scene. Even primitive with practise it is easy and the geometries you have all converted.
Stupidity also evolves!