Reduces the number of polygons in a selected region of a polygon mesh, optionally taking into account UVs and vertex colors
as it chooses which areas to reduce.
is useful when you need to lower the number of polygons in a particular region of a polygon mesh. The polygon reduction is
controlled via a that gets created. This lets you experiment with the amount of blend reduction and can be removed altogether should you wish
to return the polygon mesh to its original pre-reduced state.
You can also preserve the original vertex positions to minimize the overall shape change that occurs on the mesh as a result
of the reduction.
You can optionally paint the amount of polygon reduction using the Mesh > Paint Reduce Weights Tool.
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Reduction Method
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Lets you reduce the number of polygons by specific values. Select from the following options:
NoteThe feature attempts to reach the specified number entered in the or field; however, if or other options are enabled, the number of vertices or triangles in the reduced mesh may differ from the specified count.
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Lets you reduce the number of polygons by a percentage of the original polygon count using the slider.
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Lets you set the number of vertices in the output mesh using the field.
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Lets you set the number of triangles in the output mesh using the field.
Shape
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Maya attempts to maintain any existing quad topology on the mesh as it reduces. The slider range is between 0 and 1. The higher
the value, the more quads in the final result. A value of 0 is equivalent to turning this option off. Reduce the slider value
if the reduction results in an undesirable shape change.
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Controls the balance between preserving small, sharp details versus larger shapes. At low values, details that are small
and relative to the general shape of the object are more likely to be collapsed. At high values, they are more likely to be
kept.
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Lets you select from the following options:
Note must be set to < 1.0 to use the options.
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Turns symmetric reduction off. This is the default setting.
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Adds a symmetry plane to your output mesh so reduction is symmetric about the plane Maya selects. With this option selected,
Maya decides which plane (XZ, XY, or YZ) is most symmetric. It also tries symmetry about the center of mass, which works well
for regular shapes that aren't aligned to the X, Y, or Z axes.
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Adds a symmetry plane to your output mesh so reduction is symmetric about the specified plane.
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Controls the degree to which Maya looks to see if two points are symmetric across the symmetry plane, as a value of 0 to
1.
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Specifies the axes for the symmetry plane. Select , , or when is set to .
Feature Preservation
The options help to preserve specific features during the reduction process. Use the sliders to control the priority given to
preserving different edges and borders.
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Maya attempts to preserve the shape of polygon borders (edges that are not shared by other polygons) as it reduces.
TipSet to 1 to preserve the boundary of your original selection.
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Maya attempts to preserve the shape of UV borders as it reduces.
Turning this on can give unpredictable results if you have a lot of UV borders. Try sewing as many UV pieces together as possible
before reducing.
NoteIf a polygonal surface has numerous UV seams on it and if the
Mesh > Reduce operation is performed with turned on, there is a good chance the object will not reduce at all, since the reduction algorithm is attempting to maintain
the UV borders (seams) that are on the object.
If you don’t mind losing your UV seams, turn off to successfully reduce your polygonal surface.
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Maya attempts to preserve the shape of color borders as it reduces.
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Maya attempts to preserve the shape of material borders as it reduces.
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Maya attempts to preserve the shape of edges marked “hard” as it reduces.
You can set edges on a mesh to be hard or soft using Normals > Soften Edge or Normals > Harden Edge. Marking edges as “hard” can result in more shape retention than painting reduction weights.
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Advanced options
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Lets you export a vertex index map. To make relationships between vertices of your original mesh and output mesh, enter a
name in the field to create a new color set. With the color set applied, you can look at a vertex in your output mesh and
determine the index in the original mesh based on color. See
Polygon color sets.
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