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Downloads \ Autodesk 3ds Max \ Scripts \ Detriangulator

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Detriangulator



This tool is intended to remove diagonal edges from triangulated editable poly.

Optional features are:

- keep edges that have angle between faces more then specified (set 0 if this feature is not needed)

- keep UV border edges (only 1st UV channel used)

- keep non-smoothed edges

Hint: if you're not happy with the result of the script function just execute undo once, you'll get all removed edges back and selected so you can fix selection and remove edges manually.
Version Requirement:
3DS MAX 6+
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Download: Detriangulator

Filesize, kB: 0.0048828125KB

Downloaded: 160

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8. Lehto

2009-08-08 14:42

Okay... TO MAKE THINGS CLEAR!!! What makes that "triangle" thing happen is when the mesh is kinda like doublesided mesh. So instead of the material being doublesided... theres actually 2 triangles in 3 points to make it doublesided. This is EXACTLY what causes this kind of thing in SLRR! It works flawlessly after you have deleted the other side.

Trust me... I know what im saying on this one. I fought with this problem once.


7. Davidov

2009-08-07 03:01

Well, you see, that's something I don't know. All I know that it was not de-tri'd


6. Rolts

2009-08-06 14:47

Are you sure it's smoothed? If it is and it was an imported 3ds for example, then every face has its own set of vertices, while for a nice uniform smoothing look, each face needs to be connected to its neighbour. You can fix this by selecting all the vertices and welding them with a 0.001 tolerance. That makes multiple tris use the same vertices. Detri'ing it will do the same thing plus make the face into a quad. But the first option just takes a sec and preserves the mapping.


5. Davidov

2009-08-06 14:18

Those are ALL tri's right there. That was the part that wasn't de-tri'ed. Interestingly, parts that are not de-tri'ed all end up looking like that...


4. Davidov

2009-08-06 14:16

Then howcome not every car/part looks like this ?
http://i377.photobucket.com/albums/oo219/drifter92slrr/sl_shot100.jpg


3. Rolts

2009-08-06 13:54

All games use triangles for scene rendering, because they're the simplest and because of that, fastest. Quads and more complex planes are only used in professional rendering, because the rendering time isn't important there.


2. Davidov

2009-08-06 12:29

Rolts - In SLRR triangles pop out really badly. And don't tell me the game turns them back into tri's because it doesn't.


1. Rolts

2009-08-06 12:11

Why would you want to detri your mesh? Unless of course you're intending to render scenes with it. In which case importing triangle meshes from games is a waste of time anyway.


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