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Split quads based on angle. #607

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merged 1 commit into from May 11, 2020
Merged

Split quads based on angle. #607

merged 1 commit into from May 11, 2020

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phkahler
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Produces a higher quality mesh in areas covered in quads by spitting the other way if needed to prevent angles over 90 degrees.

@whitequark
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Nice! Any before/after?

@phkahler
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And YES, it does do a better job on the silhouette edges in those areas too. I had considered doing the check just once in the middle of the surface, but there are cases where part of the grid is split one way and another area goes the other. Performance impact is negligible.

Before:
before
After
after

@phkahler
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Before:
bushes1

After: (No bushes growing in the corners)
bushes2

@phkahler phkahler merged commit c355a47 into solvespace:master May 11, 2020
@whitequark
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By any chance, does this improve donuts?

@phkahler
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By any chance, does this improve donuts?

Nope. In fact they split somewhat randomly because the u,v derivatives are exactly orthogonal. That should be OK since the quads are actually flat, it won't show any difference in 3D printing. If you want to get rid of the bushes on a donut you need to lower chord tolerance a little.

@whitequark
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Right, I knew lowering chord tolerances fixed it, but I wasn't sure if that's the only way.

@ruevs
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ruevs commented May 12, 2020

It's nice, but it can be improved ;-)
#613

@phkahler phkahler deleted the mesh branch May 13, 2020 00:40
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3 participants