Dissolves pairs of adjacent triangles to form quadrilateral polygons, according to rule-based criteria. This is useful for
cleaning up imported quad objects that were converted to triangles. It can also be useful as a first step when turning any
arbitrary triangle mesh into quads, although the modified mesh may still contain some triangles.
To apply: Select one or more polygon mesh objects, polygon clusters, or polygons, then choose from the Model toolbar.
To redisplay: Select the polygon mesh object, click the Selection button on the Select panel, then click the Quadrangulate Op icon.
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The total number of polygons in the modified mesh object. This value is displayed for information only.
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The maximum difference between the normals of two adjacent triangles for them to be considered as candidates for dissolving.
For example, if this value is 30, then only adjacent triangles with dihedral angles between 30 and -30 degrees are considered.
As you increase this value, you start to lose more sharp details.
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Aspect
Defines several additional tests for eliminating pairs of triangles from consideration.
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Specifies the projection plane used for the tests. For example, you can specify the XZ plane for terrain.
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Tests the corners of the resulting quad. If they differ from 90 degrees by more than the pair of triangles is eliminated as a candidate for dissolving.
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Specifies the maximum deviation from right angles when is on. Decreasing this value results in more rectangular quads but more leftover triangles.
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Tests the alignment of the quad's edges with the edges of its neighboring polygons. If the angle between edges differs from
a straight line by more than the pair of triangles is eliminated as a candidate for dissolving.
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Specifies the maximum deviation of the quad's edge loops from a straight line when is on. Decreasing this value results in better aligned quads but more leftover triangles.
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Attributes Preservation
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Prevents the removal of edges that have been marked as hard.
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Prevents the removal of edges that represent discontinuities in attributes such as materials, texture UVs, and so on.
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