View Full Version : Triangles and Subdiv (hypernurbs)
Doing the Meissie tutorial from Maxon.net and one of the things it says is that Triangles should be avoided whenever possible if you're using Hypernurbs (Subdiv).
Can anyone explain to me why that is?
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LucentDreams
06-09-2002, 07:03 PM
There are quite a few reason but I won't bore you, the key is that one of the purposes of using Subdiv modeling is that the subdivision make really nice even squre or rectangular polies (typically) and as soon as you throw a triangle in there, it makes a five point star usingfive skewed squares, making it less appealing for animation.
but basically the rule is in games use Tri's, in the rest avoid them at all costs.
Its similar with N-sided polies too, they really can help make a model, but the don't smooth as nicely as the quads do, so avoid them if possible, but they don't hurt you as much as tris will. Of course C4D can't do N-sided polies so you don't have to worry about that yet.
honda
06-09-2002, 07:56 PM
I have read the same in another tutorial from Maxon.
Now I know the reason.
But: when I use the knife-tool on some polygons, I will usually get some triangles. It is difficult sometimes to remove them again by deleting points and bridging again.
Is there a method of using the knife-tool without getting triangles?
LucentDreams
06-09-2002, 08:01 PM
unless you cut a complete loop of polies, no. thats why whenI model, I carefully loof at where I need to cut and cut little areas at a time so I can easily delete them and create ne polygons. Which I assume is what you meant instead of bridging.
It is a ppain I'll grant you but learn how to avoid them now and it will eventually become habit.
honda
06-09-2002, 08:08 PM
Hey, that was a fast reply :)
Well, then ... the C4D world will be SQUARED!
LucentDreams
06-09-2002, 08:13 PM
Well even in a N-sided poly capable program like Mirai (the original and best) most modelers still try to avoid them if possible as they are less predictable. With a quad, you will always know how it will turn out.
you'll find also that many Wavefront OBJ files have N sided polygons... they've been known to make my life miserable... I won't get into details :D
I find copying and pasting points quicker in the long run then using the knife sometimes :)
Stu.
it is 'banner-exchange'-ware.
free but you must adopt the
banner on yoursite.
http://www.vonkoenigsmarck.de/Bannerware/Bannerware.html
this plugin cuts while avoiding triangles.
here's another plugin which helps selecting polygons or points:
http://homepage2.nifty.com/aquawave/cafeteria/selectplus.html
as far as i know the c4d triangles
also have 4 points which is the
reason for edgy hypernurbs. it
seems to be a mathematical issue.
that makes sense to me.
Nurbs patches must have four sides, though you can simulate triangles by having overlapping corner points...
LucentDreams
06-10-2002, 07:08 AM
Originally posted by sad
as far as i know the c4d triangles
also have 4 points which is the
reason for edgy hypernurbs. it
seems to be a mathematical issue.
ONe ote, the cutter does still creat triangles unless the cut is a complete loop, but it still one of the best plugs in my arsenal.
As for the thing about C4D's tri's, I have never heard of them being actually four points so I did some testing and infact theyaren't as i figured. Simply make a cube with a two triangles on one side rather than a quad, and the point count doesn't change. The reason for the oddities though has nothing to do with this anyways, the reason for this is the way the Catmull algorithim works, as in any app with Catmul smoothing you want to avoid triangles, simply because the algorithm dissects each edge in halve and creates a point. When there are three edges instead of four, the algorithm has to find the best way of smoothing it.
j00st81
06-10-2002, 09:33 AM
I have some triangle problems too, like, with boolean, u always get triangles, and sometimes really screws up your model with ugly shading and deformations. :surprised
is this tool a big no-no?
LucentDreams
06-10-2002, 09:45 AM
Ahhh booleans, they aren't a big non, though they are a big pain, and more so in XL than in some othe rapps. the best thing for booleans, is to have higher res meshes. Personally I only use booleans for purposes where the subtraction or addition, or intersection whatever needs to be animated, otherwise I model those kinds of thing myself.
YOu'll find that every app has this issue with ooleans, though maxons seems to be a little more troublesome than otheres, in regards to artifacts and such.
I hardly ever use the boolean for the reason you described.Extrude nurbs is another one and there are more,but the idea is I suppose to sub divide hell out of it to clean it up :) ,but the that piece of detail you wanted etc has a huge poly count after doing that.
Stu.
Aw crap we must have posted at the same time Kai :scream:
Stu.
LucentDreams
06-10-2002, 09:54 AM
great minds think alike
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