View Full Version : does LW know n-gons?
schmu_20mol 06-26-2002, 03:54 AM the topic is the issue....thx girls/guys
just looking for some info i hadn't found on the hp....
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alaklij
06-26-2002, 04:33 AM
Yes, Lightwave knows polygons very well. Their good friends.:)
Lightwave is exremely versatile with more the three or four sided polys. But can only sub-patched with 3 or 4 side polys. Which I'm sure you know.
As far as low poly gaming is concerned, yes, n-gons work well.
Hope I answered your question.
schmu_20mol
06-26-2002, 04:48 PM
thx...:thumbsup:
Chris Olsen
06-28-2002, 02:52 AM
i know that LW doesn't subdivide the polygons when you hit the TAB key, but they remain shaded when you Shift-D them. So when you final render them in a scene do they still render even if there is an additional sub-d setting?
alaklij
06-28-2002, 04:13 AM
the short answer:
Yes.
the long answer:
You could Sud-divide (shift+d) several times then sud-Patch (tab), and it would suddivide in further with your render level setting (object properties). Sub-patching is a form of subdividing, and it is controled by your render levels. Take note when in modeler the polygons when you hit Tab are represented by a wireframe but within the wireframe is a polycount of six by six. Sub-patching a way to interpolate between the created poly and controlled with only a few vertices.
Shift+d mutiplies a four sided polygon by four. And continues multiplying by four each consecutive time.
shift+d subdividing is a quick way to increase you geometry for any given situation. Also, the metaform function is kinda interesting too.
hope this helps.
Chris Olsen
06-28-2002, 05:06 AM
oh wow,
I reread my post and somehow I didn't really ask the question that i wanted to. What I meant to ask is that because n-gons are shaded in modeler and remain shaded after you Shift-d them(not when you TAB them though), do the n-gons remain shaded in the final render with all materials.
I fooled around with things though and found out how things works, at least how sub-d fits into the equation. Thanks
studiomiguel
06-28-2002, 07:55 AM
uh...... what's an 'n-gon'?
Facial Deluxe
06-28-2002, 09:43 AM
N stands for number of points (or sides) in a polygon. 3 points are tris ; 4 are quadris or quads, N-gon (N points polygon) is used for >4 .
Chris Olsen
06-29-2002, 01:56 AM
Bear with me on this one :)
What is the difference between other programs, such as MAX, and lightwave and how they subdivide, and why can MAX include n-gons in it's sub-divide (meshsmooth)?
Originally posted by Chris Olsen
Bear with me on this one :)
What is the difference between other programs, such as MAX, and lightwave and how they subdivide, and why can MAX include n-gons in it's sub-divide (meshsmooth)?
That's a question many people here have been asking Newtek for quite some time. :hmm:
Chris Olsen
06-29-2002, 02:42 AM
Is there a reason that LW doesn't bring it into the program, is there a downfall to it? I guess most models can be constructed obeying the rules and you won't run into later problems.
alaklij
06-29-2002, 05:01 AM
Taken from Polycount.com. A definition of n-gons.
N-gon
Another word for a polygon. The letter N stands for any whole number.
this should clarify some misinformation.
Originally posted by Chris Olsen
Is there a reason that LW doesn't bring it into the program, is there a downfall to it? I guess most models can be constructed obeying the rules and you won't run into later problems.
I do not believe there is any real reason Lightwave does not SubD n-gons except the programmer's haven't put it in yet.
But I do not know.
I previously read that programs that do subd n-gons (like Max) actually DO subdivide the n-gon when you subD and/or at render. So based upon that theory I wrote an lscript to split convex n-gons into quads using 3 algorithms. One splits them in a "fan", one creates a new point at the center of the poly and fans from there, and the third makes quad planks. I actually like the third best...but anyway. check here:
SubDividePolygons (http://www.m2estudios.com/Subdivide.htm)
Some people find it very useful. They say they use it on models before checking sub-d and/or using in Layout.
Hope it helps.
Oh yeah, it does actually "work" on non-convex polys, but it ain't too pretty. :)
froggyplat
06-29-2002, 05:26 PM
like your plugin...i've used it several times.
btw: did you know there is a legacy plugin in the LW directory called "metaform" which also subdivides n-gons into 3-4 vertice patches? i haven't tested it out thuroughly, but it does seem to work ok.
Yep. I know about that plugin Metaform.
It works great!
People should try it out.
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