Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 24-11-2007 , 01:59 AM
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Game Triangulate Question

Hey guys, I was just testing some things and would like your thoughts about this.

Which is better? Option 1 or Option 2?

In option 1, i purposely left out and deleted an edge. When i triangulate, everything goes fine and all goes to tri's. When i convert back to quad(4 side's), it seems as if it adds an extra edge. Is that something to worry about?

In Option 2, everythings four sided and i convert, works like usual and when i convert back it goes back to the original.

I know it kind of says that Option 2 is the better one here though my real question is that in the first option, is that a worry about how it added in the edge?

Also, in games ... everyone is 3-sided right? not four sided... just making sure user added image

Thanks,

Marlon

user added image


Last edited by marlonjohn; 24-11-2007 at 02:20 AM.
# 2 24-11-2007 , 04:10 AM
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yea games are in tris... did u ever get your new computer up and going?


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# 3 24-11-2007 , 06:59 AM
Acid44
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the extra edge is nothing to worry about for somethin like that but if it were a whole city scape it may pose a problem...

option 2 would be better cause its cleaner but if it were a landscape type of thing id say go for option 1 because it looks like its less polly count and a messy mesh doesnt make much difference in game if it isnt gonna be animated

and ya games are in tris


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# 4 24-11-2007 , 11:24 AM
Jr.Who
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I would say 2. But now I have a question. Why are games in tris? Wouldn't it just be easier if they were quads?

# 5 24-11-2007 , 11:46 AM
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@ Solomon - Yeah i finally got the new comp working, blady PCI-Express slot was faulty :p Everything works cool now, and had abit of a problem before
with maya's viewports freezing on me, but got it sorted out with anti-aliasing. user added image

@ Acid - Alright cool, thanks for the comment.

@ Jr.who - Donno, i just remember someone saying to me that, tri's are much easier to process or something in game engines rather than quads... donno if im right or wrong.

Thanks all,

M.

# 6 24-11-2007 , 03:31 PM
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Hi,

think the reason you're getting an extra edge in the second one, is that your original isn't all quads (you've got a five sided shape).

When you convert it to tris then back to quads, maya is giving you mainly quads and one tri, rather than leaving you with a 5 sided shape.

cheers,

gubar

# 7 25-11-2007 , 03:56 AM
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Yeah it was just a test i was doing, and wanted to see what it would do if i put in a five sided edge in it.

Also i though it might have given my original mesh back as how it was converted into tri's, but it changed ... thats what i was abit worried about :p

Cheers,

# 8 25-11-2007 , 06:40 AM
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I think game's use tri's as it's faster to calculate. I also think that everything's converted to tri's at render time anyway.


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# 9 25-11-2007 , 07:50 AM
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I thought games needed to use tris because DirectX couldn't handle quads. Not sure about OpenGL, but I think I recall reading something about it being able to handle more complex shapes, up to five point polygons ???


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