Member Clayphd Posted February 6, 2014 Member Report Share Posted February 6, 2014 Since I got 3d-coat I have always wondered, why does voxel and surface model use triangles instead of quads? I am thinking it must have been answered somewhere but I couldn't find anything in quick search. Thanks. Quote Link to comment Share on other sites More sharing options...
Advanced Member polyxo Posted February 6, 2014 Advanced Member Report Share Posted February 6, 2014 Interactive editing on Voxels needs a surface mesh for display purposes which needs to adapt in realtime. In surface mode this mesh even gets locally refined and coarsed, again in realtime.Such can only happen with fully triangulated meshes or a mix of triangles and quads as these networks are far, far simpler to construct than a proper loop based and useful quad mesh. All programs which offer quadrangulation on arbitrary meshes do this as a post-process which takes considerable time to calculate. Things are different in Zbrush and Mudbox which are optimized towards SubD-meshes as input.Things here usually stay all quads as the mesh gets uniformly subdivided (unless using Dynamesh in Zbrush). Quote Link to comment Share on other sites More sharing options...
Member Clayphd Posted February 7, 2014 Author Member Report Share Posted February 7, 2014 Thanks for the answer. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.