[Sidefx-houdini-list] smart polygon reduction

Ben Schrijvers ben.schrijvers at guerrilla-games.com
Mon Dec 10 05:04:19 EST 2007

Hi Darran,

I'm using PolyReduce quite a lot.
Indeed equalize edges gives a good result but less optimized in that 
flat areas get the same amount of poly's then curved areas.
But you could always do a few in a row..

You could also deform your geometry before the reduction and then deform 
it back.
So like in case of the terain you could scale up in Y to get more 
resolution in that dimension.
By deforming back I just mean you should store the original position as 
an attribute and use that after the reduction as your possition.

What I would love for the Reduce Sop though would be a slider to reduce 
by correlation.
So that you can guarentee a certain minimum amount of shape change.
I now build that myselve with a couple of Poly Reduce's and switches to 
pit the best one.


Darran Edmundson wrote:
> I have a 6000x8000 regular terrain grid that I'd like to intelligently  
> reduce to various levels-of-detail (1000k, 500k, 250k, 100k  
> triangles).  The polygon reduction in Houdini has - in my experience -  
> never been particularly impressive.   That's a shame, because lots of  
> other packages like PolyWorks, NuGraph, PolygonCruncher for Max have  
> obviously solved the problem procedurally.  Or am I just doing it  
> wrong ...  And if not Houdini, and not wanting to buy yet-another- 
> package, what options are there?  Are there companies around that will  
> do mesh optimization?
> Cheers,
> Darran.
> _______________________________________________
> Sidefx-houdini-list mailing list
> Sidefx-houdini-list at sidefx.com
> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list

More information about the Sidefx-houdini-list mailing list