How to get rid of all filleting issues if you don't need a REAL fillet

 From:  PaQ
8512.6 
Hello,

Here's an alternative method I use often for that tasks, using Houdini.

Few benefits :

- Houdini will loop/voxelize every individual pieces of the geometry, so it works very well with models where all the details are done with MoI 'merge' booleans function.
- There is an adaptivity option that reduce polycount greatly without changing to much the overall surface quality. (but a second reduction pass might be needed)
- You can update the scene (reload the source geometry) with a single click
- You can run the process without a 3D viewport, and generate very insane models (no problem to push over 100M triangle polymesh)
- No need to heavily tesselate MoI mesh export, just use a low angle (triangles output) to get nice result.

It's still a memory intensive process, for average models 32Gb is a minimum.

Attachments: