Hi rom,
re:
> (long thin triangles fail to maintain the general fillet curvature)
Low poly artifacts like that will just generally be what you can expect if you are trying to restrict polygon count.
The main way to make polygons adapt to the fillet's curvature better is to move the slider towards the right so it will have more subdivisions in curved areas.
I don't really understand why you refuse to do that?
For this case put in angle = 8 and divide larger than = 4 and that will make a much higher quality mesh for rendering at just 25k polygons for the whole object.
The defaults are generating just 3k polygons for the entire object, it's just not enough density for rendering quality on something that has tightly curved fillets.
If you want a higher quality result for the default, you can set Angle=6 in moi.ini , that should change what is used for the default angle.
- Michael
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