View Full Version : Edit Mesh Vs. Edit Poly
Chaosphere 02-11-2003, 04:34 AM Ok, this is gonna be an odd question, I'm bored,but one I have pondered for awhile.... The Pros and Cons of Edit Mesh, and Edit Poly.... Somone MUST have a lot of info on these two subjects. I mean, I have used both of them, and know them kinda well, so i know the basic differences, I just want more depth ! :buttrock: Any input would be greatful......
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JoeRedstall
02-11-2003, 10:52 AM
You might get more of a response if you post this in the 3dsMax section :)
Tommi
02-11-2003, 10:55 AM
?? :surprised
You also might get more response when you post this question in the Maya, Lightwave or Cinema forum :shrug:
JoeRedstall
02-11-2003, 10:59 AM
...Yeah, come to think of it you don't say which software you're using. But if you are using Max, then there's some info at these threads:
http://www.cgtalk.com/showthread.php?s=&threadid=31878&highlight=edit+mesh+edit+poly
http://www.cgtalk.com/showthread.php?s=&threadid=40373&highlight=edit+mesh+edit+poly
And I'm quoting 3dsMax5 here:
Taken from the User Ref:
An editable poly is a type of deformable object. An editable poly is a polygonal mesh; that is, unlike an editable mesh, it uses more than three-sided polygons. Editable polys are useful in that they avoid invisible edges. For example, if you use a cut-and-slice operation with editable polys, the program doesn't insert extra vertices along any invisible edge. You can convert NURBS surfaces, editable meshes, splines, primitives, and patch surfaces to editable polys.
An editable mesh is a type of deformable object. An editable mesh is a trimesh: that is, it uses triangular polygons. Editable meshes are useful for creating simple, low-polygonal objects or control meshes for MeshSmooth and HSDS modelling. You can convert NURBS and patch surfaces to an editable mesh. Editable meshes require little memory, and are a natural method of modeling with polygonal objects.
A patch is a type of deformable object. A patch object is useful for creating gently curved surfaces, and provides very detailed control for manipulating complex geometry.
When you apply an Edit Patch modifier to an object or convert it to an editable patch object, the software converts the object's geometry into a collection of separate Bezier patches. Each patch is made up of three or four vertices connected by edges, defining a surface. Patches also have interior vertices that you can control, or let the software control for you.
You control a patch surface's shape by manipulating the vertices and edges. The surface is the renderable geometry of the object.
Sometimes you wouldn't want to collapse the mesh when you have a complex modifier tree. Because you might want to edit the original primitive/boolean etc. So the EDIT mesh/poly/patch is really useful but eats more memory than the EDITABLE mesh/poly/patch.
HapZungLam
02-11-2003, 02:02 PM
yea, that's funny eh. in max, they divided up polys and mesh. hum... actually they are 2 differen things. but in my mind that they are the same.
In XSI, they have a stupid term call polymesh. hum... is it poly? or mesh, i have no idea about that. Why bother, you know what's going to react and that's it. i don't even care if it is call "bush"
Chaosphere
02-12-2003, 12:51 AM
Opps, I should have posted in the MAX section :rolleyes: :rolleyes: Sorry CG Talk staff for any problems I caused :p Thanks for the links and stuff, i shall do some reading now :)
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