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Reduce a poly object using a vertex deletion algorithm.

Node nameParentsClassificationMFn typeCompatible function sets
polyReducepolyModifiergeometrykPolyReducekBase
kNamedObject
kDependencyNode
kMidModifier
kPolyReduce

Related nodes

polyTweak, polyTweakUV, polyMapCut, polyMapDel, polyMapSew, polyNormal, polyMoveUV, polyMoveFacetUV, polyFlipEdge, polySmoothFace, polySmooth, polyDelFacet, polyDelVertex, polyMergeFace, polySplit, polyAppendVertex, polySubdFace, polyCollapseF, polyCloseBorder, polyAppend, polyCollapseEdge, polyTriangulate, polyDelEdge, polyMergeEdge, polyColorPerVertex, polyNormalPerVertex, deleteUVSet, polySeparate

Attributes (48)

border, cachingReduce, colorWeights, compactness, detail, geomWeights, invertVertexWeights, keepBorder, keepBorderWeight, keepColorBorder, keepColorBorderWeight, keepCreaseEdge, keepCreaseEdgeWeight, keepFaceGroupBorder, keepFaceGroupBorderWeight, keepHardEdge, keepHardEdgeWeight, keepMapBorder, keepMapBorderWeight, keepOriginalVertices, keepQuadsWeight, line, percentage, percentageAchieved, preserveTopology, sharpness, symmetryPlane, symmetryPlaneW, symmetryPlaneX, symmetryPlaneY, symmetryPlaneZ, symmetryTolerance, termination, triangleCount, triangleCountAchieved, triangleCountIn, triangulate, useVirtualSymmetry, uvWeights, version, vertexCount, vertexCountAchieved, vertexCountIn, vertexMapName, vertexWeightCoefficient, vertexWeights, weightCoefficient, weights

Long name (short name)TypeDefaultFlags
percentageAchieved (pa) double0outputconnectable
Percentage of selected vertices that were in fact removed.
vertexCountAchieved (va) integer0outputconnectable
Number of vertices (selected or not) actually kept in reduced mesh.
triangleCountAchieved (ta) integer0outputconnectable
Number of triangles (selected or not) actually kept in reduced mesh.
vertexCountIn (ivc) integer0outputconnectable
Number of vertices in the input.
triangleCountIn (itc) integer0outputconnectable
Number of triangles in the input.
version (ver) enum0outputinputconnectablestorable
Which version of the poly reduce algorithm should we use? Supported values: Maya: the algorithm used in Maya 6.0 to Maya 2013. Softimage: the algorithm derived from Softimage
termination (trm) enum0outputinputconnectablestorablekeyable
Which termination condition to use: 0 - percentage: stop when we have removed at least this fraction of the vertices 1 - vertex count: stop when we have at most this many vertices 2 - triangle count: stop when we have at most this many triangles
percentage (p) double0outputinputconnectablestorablekeyable
Percentage of vertices to be removed.
vertexCount (vct) integer0outputinputconnectablestorablekeyable
Number of vertices to keep.
triangleCount (tct) integer0outputinputconnectablestorablekeyable
Number of triangles to keep.
preserveTopology (top) booltrueoutputinputconnectablestorable
When this attribute is true, we guarantee that the topological type will be preserved. In particular, if the input is manifold then the output will be manifold. This option also bars closing off holes.
vertexMapName (vmp) stringNULLoutputinputconnectablestorable
Name of a color set to be added to the output mesh that stores a mapping from vertices in the output mesh to vertices in the input mesh. The color set is RGB. The original vertex Id that maps to an output vertex is of a vertex is 65536*r + g where r and g are the red and green channel at a vertex. The blue channel is always zero. Each vertex in the output mesh has a shared color.
sharpness (shp) double0outputinputconnectablestorable
Sharpness controls the balance between preserving small, sharp details versus larger shapes. At low values, details that are small relative to the general shape of the object are more likely to be collapsed. At high values, they are more likely to be kept.
invertVertexWeights (iwt) booltrueoutputinputconnectablestorable
A flag for the Softimage algorithm saying whether to invert the vertex weights. By default on, so that a vertex weight of 1.0 means the vertex is unlikely to be reduced.
vertexWeightCoefficient (vwc) double1outputinputconnectablestorable
In the Softimage algorithm, when a vertex weight map is applied, we multiply the weight map by this value. A value of zero turns off the weight map. This attribute replaces weightCoefficient from the Maya algorithm.
useVirtualSymmetry (uvs) enum0outputinputconnectablestorable
What kind of symmetry mapping should we use? 0 : no symmetry 1 : automatic. Try to find a suitable symmetry. 2 : symmetry about a plane. See 'symmetryAxis' below.
symmetryPlane (sym) double4outputinputconnectablestorable
When using planar symmetry, this is the plane about which symmetry is calculated. The coordinates are in object space.
symmetryPlaneX (sx) distance (double)0cmoutputinputconnectablestorable
symmetryPlaneX
symmetryPlaneY (sy) distance (double)0cmoutputinputconnectablestorable
symmetryPlaneY
symmetryPlaneZ (sz) distance (double)0cmoutputinputconnectablestorable
symmetryPlaneZ
symmetryPlaneW (sw) distance (double)0cmoutputinputconnectablestorable
symmetryPlaneW
symmetryTolerance (stl) double0outputinputconnectablestorable
When applying symmetry, we allow a tolerance. For each vertex of the mesh, we find its exact symmetric point, then we look for the closest vertex to the exact symmetry up to the tolerance distance. Higher values risk finding more spurious symmetries, lower values might miss symmetries. The value is distance in object space.
keepBorder (kb) booltrueoutputinputconnectablestorablekeyable
Keep the object borders
keepBorderWeight (kbw) double0.5outputinputconnectablestorablekeyable
How strongly should we keep borders rather than other features? 0 is equivalent to turning off border maintenance. This attribute was introduced with the Softimage algorithm.
keepMapBorder (kmb) booltrueoutputinputconnectablestorablekeyable
Keep the object texture mapping borders
keepMapBorderWeight (kmw) double0.5outputinputconnectablestorablekeyable
How strongly should we keep UV map borders rather than other features? 0 is equivalent to turning off UV map border maintenance. This attribute was introduced with the Softimage algorithm.
keepColorBorder (kcb) booltrueoutputinputconnectablestorablekeyable
Keep the boundaries between colors. An edge is a color border if the color Ids differ on the faces neighbouring the edge (even if they are both the same color value). This attribute was introduced with the Softimage algorithm.
keepColorBorderWeight (kcw) double0.5outputinputconnectablestorablekeyable
How strongly should we keep color borders rather than other features? 0 is equivalent to turning off color border maintenance. This attribute was introduced with the Softimage algorithm.
keepFaceGroupBorder (kfb) booltrueoutputinputconnectablestorablekeyable
Keep the boundaries between face groups. The main effect of this attribute is to keep the boundaries of material assignments. This attribute was introduced with the Softimage algorithm.
keepFaceGroupBorderWeight (kfw) double0.5outputinputconnectablestorablekeyable
How strongly should we keep face group borders rather than other features? 0 is equivalent to turning off face group border maintenance. This attribute was introduced with the Softimage algorithm.
keepHardEdge (khe) booltrueoutputinputconnectablestorablekeyable
Keep the hard edges on the object
keepHardEdgeWeight (khw) double0.5outputinputconnectablestorablekeyable
How strongly should we keep hard edges rather than other features? 0 is equivalent to turning off hard edge maintenance. This attribute was introduced with the Softimage algorithm.
keepCreaseEdge (kce) booltrueoutputinputconnectablestorablekeyable
Keep the crease edges on the object. This attribute was introduced with the Softimage algorithm.
keepCreaseEdgeWeight (cew) double0.5outputinputconnectablestorablekeyable
In the Softimage algorithm, how strongly should we keep crease edges rather than other features? 0 is equivalent to turning off crease edge maintenance.
keepQuadsWeight (kqw) double0outputinputconnectablestorablekeyable
How much consideration is given in the reduction algorithm to keeping quad faces. A higher weight means the reduction will try harder to keep quad faces and avoid creation of triangles.
vertexWeights (vwt) doubleArrayemptyoutputinputconnectablestorable
An array containing the weights of all vertices. Maya algorithm: a higher weight means the vertex is more likely to be reduced (contrary to the comment that used to be here), except that a 0.0 weight is equivalent to a 1.0 weight. . Softimage algorithm: the invertVertexWeights, when on, makes it so that a weight 1.0 vertex is less likely to be reduced whereas weight 0.0 is more likely to be reduced. When invertVertexWeights is off, 1.0 means reduce and 0.0 means don't reduce (which is more similar to Maya).
cachingReduce (cr) boolfalseoutputinputconnectablestorablekeyable
Cache intermediate reductions for speed at the expense of memory
compactness (com) double0.0outputinputconnectablestorablekeyable
Tolerance for compactness for the generated triangles A value of 0 will accept all triangles during decimation A value close to 0 will attempt to eliminate triangles that have collinear edges (zero area triangles) A value closer to 1 will attempt to eliminate triangles that are not strictly equilateral (of equal lengths) The closer to 1.0, the more expensive the computation
geomWeights (gwt) double1outputinputconnectablestorable
How much consideration vertex positions are given in the reduction algorithm. A higher weight means the reduction will try harder to preserve geometry.
uvWeights (uwt) double0outputinputconnectablestorablekeyable
How much consideration uv positions are given in the reduction algorithm. A higher weight means the reduction will try harder to preserve uv positions.
colorWeights (cwt) double0outputinputconnectablestorablekeyable
How much consideration vertex color is given in the reduction algorithm. A higher weight means the reduction will try harder to preserve vertex coloring.
weightCoefficient (wc) double10000.0outputinputconnectablestorable
The weight of each vertex is multiplied with this coefficient when the reduction is performed. This value does not have to be edited, normally. It gives finer control over the weighted reduction. This attribute is replaced by vertexWeightCoefficient in the Softimage algorithm.
keepOriginalVertices (kev) boolfalseoutputinputconnectablestorablekeyable
Keep original positions, UVs and colors of vertices when collapsing edges. If false, new vertices will be positioned to give optimal shape If true, the vertex closest to the optimal position will be preserved
triangulate (t) booltrueoutputinputconnectablestorablekeyable
Triangulate all faces, included non reduced ones (for pre 5.0 files) For version 5.0, this attribute specifies if the geometry or the selected faces has to be triangulated, before performing reduction.
border (b) double.5outputinputconnectablestorable
Specifies the degree to which vertices along the geometric border are to be preserved. It has effect only if the keepBorder attribute is set to false. A value of 0 results in all border vertices being preserved. A value of 1.0 results in no special effort being made to preserve any border vertices.
line (l) double.5outputinputconnectablestorable
Specifies the degree to which "feature lines" (edges joining faces with sharp geometric angles between them) are to be preserved. A value of 0 results in the greatest possible effort to preserve such features. A value of 1.0 results in no special effort being made to preserve such features.
detail (d) double.5outputinputconnectablestorable
Specifies how much of the reduced geometry should be dedicated to preserving regions of high curvature. A value of 0 will concentrate the detail in areas of high curvature. A value of 1.0 will result in relatively equal distribution of vertices and faces regardless of curvature. This value is ignored when keepHardEdge is set to false.
weights (wts) double0arrayoutputinputconnectable
This attribute was used in 6.0 or earlier versions, and is not used anymore. This is an obsolete attribute.