[Sidefx-houdini-list] smart polygon reduction

Ben Schrijvers ben.schrijvers at guerrilla-games.com
Wed Dec 12 08:53:53 EST 2007


Ah now that is good news.. I'll take a look right away.

cheers,
benS


Simon Barrick wrote:
> The public beta of H9.1 now includes additional polyreduce tools that
> are also worth having a look at. Sesi have extended the functality to
> include non triangular meshes, a nice weight attribute for controlling
> the decimation and a topology parameter which I haven't really worked
> out yet.
> Si
>
> -----Original Message-----
> From: sidefx-houdini-list-bounces at sidefx.com
> [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Simon
> Barrick
> Sent: 10 December 2007 10:04
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] smart polygon reduction
>
>
> Have you ever tried greduce? It's a bit slow but uses a different
> reduction algorithm that might be more suitable to what you are doing.
> Si
>
> -----Original Message-----
> From: sidefx-houdini-list-bounces at sidefx.com
> [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Ben
> Schrijvers
> Sent: 10 December 2007 10:04
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] smart polygon reduction
>
>
> 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.
>
> cheers,
> benS
>
> 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 
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>>
>>   
>>     
>
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