View Full Version : C4D's facing methods
STRAT 05-07-2003, 10:22 AM why cant cinema give a poly count like 99% of other 3d apps do? it's pissed me off for yonks this has.
we're all interested in keeping the poly count down eh? well, to me anyway, a poly is a 3-sided shape. but cinema recognises polygons as either triangles (3 sided) or quadrangles (4 sided).
Now a single quadrangle or quad is, in essence, is constructed of 2 triangle. almost all 3d apps i know of recognise this. but c4d will count a quad as a single polygon. it's not, it's 2 polygons.
This isn't a problem really, only a slight rant. i want a fully polygon count (ie, all triangles) when i go to the scene info button.
taking it further, if i import a model from another 3d app, or from cad for instance, we see every single triangle displayed in the mesh. Sometimes i'll select all the faces and Untriangulate the mesh - therefore slashing the c4d scene poly count by making quads up.
but the triangles are still there even though it's converted them into quads, just that the poly count doesn't display this. is there any point in me doing this i ask myself?
obviously then cinema still takes into account all the polys when rendering or processing. why cant it just give us a true poly count in the scene info tho?
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Per-Anders
05-07-2003, 10:27 AM
Window->Structure Info
now go hide your face in shame j/k ;)
LucentDreams
05-07-2003, 10:39 AM
Originally posted by mdme_sadie
Window->Structure Info
now go hide your face in shame j/k ;)
That doesn't help with is specific situation. And most Apps that do this, are either Cad or game oriented modelers. Most newer modeling apps usually count tri's and quads, and some like C4D go even further and count planar and non planar quads. A quad is very different from a tri, try subdividing the tirangulated version and the untriangulated version they are very different.
C4D there are three easy to see the count in your scene. Righclick on the object in the object manager and got to object info, use the Structure info window which can be docked into the interface, and the best IMO is the selection info window since it shows the total polygons (total of quads and tris, and all the selection info you need, though structure info also has buttons for easily selecting the specific types of polygons. If your scene needs a specific amount on triangle polygons (like a game model limit) then keep the polygons tri's don't untriangulate them.
STRAT
05-07-2003, 10:43 AM
hmmm, semi hangs head in shame.
that partly answers my question, but -
how do i get a full polygon count? (ie, ALL polys, that means triangles)
take this example here -
http://www.nikclark.com/strat/uploads/sphere.jpg
i drew a basic sphere, with has 24 triangles and 48 quads. ultimately it has a total of 120 polygons, but to get to that conclusion i had to double the quad count and add it to the triangle count. this can be a pain in the ass if the scene is massive. i just want to quickly know how to get a scene poly count. see what i mean?
LucentDreams
05-07-2003, 11:07 AM
riangulate it then they are all triangles, you shouldn't cout a quad as a tri they are different things
STRAT
05-07-2003, 11:17 AM
thats right, i dont count a quad as a tri, i count it as 2 tris.
even though it's modelling properties are different, a quad is still constructed of 2 tris when broken down.
does this effect the render or processing time tho? can you answer the second part of my original post? -
taking it further, if i import a model from another 3d app, or from cad for instance, we see every single triangle displayed in the mesh. Sometimes i'll select all the faces and Untriangulate the mesh - therefore slashing the c4d scene poly count by making quads up.
but the triangles are still there even though it's converted them into quads, just that the poly count doesn't display this. is there any point in me doing this i ask myself?
is there any point in me converting imported tris into quads then, cos all faces are still there, i'll only be re-arranging them?
LucentDreams
05-07-2003, 11:24 AM
As I had already mentioned, leave them be if you need the specific tri numbers. Areas that will be affected,well the smoothing wil look different as tri's tend to make a mesh look less smooth, and HN won't work well with it. Thats the point they are very different don't think of a quad as two tris. they subdivide very differently and are constantly treated very differently by many things.
STRAT
05-07-2003, 11:32 AM
okee dokee Kai. cheers :)
i know quads are vastly different than tris, all i'm generally interested in is keeping my poly count low as possible. it probably makes no difference or not then if i convert all my imported tris into quads then. c4d processes a ton of quads just as fast as a ton of tris eh?
AdamT
05-07-2003, 01:10 PM
I don't know if quads process faster, but why not try it yourself and find out?
And just to be picky, both tris and quads are--by definition--polygons, which are defined as "closed plane figures bounded by straight lines." Come to think of it, I suppose that a non-planar quad does not fit within this definition.
LucentDreams
05-07-2003, 01:31 PM
but planar ngons do, I mean the whole term Ngon is quite funny since they aren't ngons but simply polygons.
medula
05-07-2003, 03:43 PM
Originally posted by Kaiskai
but planar ngons do, I mean the whole term Ngon is quite funny since they aren't ngons but simply polygons.
Perhaps... but isn't this just jargon gone awry? I mean polygons... they are part of actual math (geometry). Whereas ngons are not. It's crazy I tell you! Crazy! :scream:
ngon is actually an acronym for "Next Generation Optical Network" (Sprint). :surprised
Go figure.... :rolleyes:
flingster
05-07-2003, 07:48 PM
so does that mean youre all right!
the answer is YES and i mean NO...or maybe...with work....and its that "with work" bit i don't like....:rolleyes:
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