Question about topology

 From:  Michael Gibson
3903.2 In reply to 3903.1 
Hi FlashFire - could you please post the model file along with your screenshots so that I can use it to check things and to illustrate my answers to you?


The kind of stuff that you're referring there happens due to refinement of the base mesh to meet the settings that you give in the meshing options.

Let's examine this particular row right here:



Take a look specifically at the top UV quad here:



And compare it's size to the bottom UV quad down here:



Notice how the bottom one is larger? If you were to measure those sizes you would probably find that the top one has sides that are within your "Divide larger than" distance, so that means that it stays as-is and does not get subdivided.

But the one on the bottom is larger, if you measure the bottom one you will probably find that it has sides that are larger than your "Divide larger than" distance, and so to meet that length constraint, it will get subdivided.

The mesher does make an attempt to put in enough starting mesh quads so that this kind of refinement can be eliminated in some cases, it works well for things that are evenly shaped in one direction like a sphere or a surface of revolution. But it's not possible for it to always just make a starting UV quad grid that will not be subdivided, because in some cases that would cause things to blow up to an extremely high polygon count and exhaust all memory. See these previous messages for some more illustration of this:
http://moi3d.com/forum/messages.php?webtag=MOI&msg=2451.47
http://moi3d.com/forum/messages.php?webtag=MOI&msg=3196.25


> Just to clean up useless edges.

But those edges aren't useless - without the refinement from those edges being added in, the mesh would not conform to the "Divide larger than" distance metric that you have used.


> Or how might the surface be created as continuous so all edges meet perfectly?

Well, if you're talking about the UV quad grids all going in the same direction, that would involve you only using untrimmed surfaces to create your objects. That means for example only using extrusions (with no caps) or sweeps to build all the surfaces that make up your object and not doing any booleans or fillets (which cut away portions of a surface by introducing trimming boundaries).

See here for some illustrations and explanation on what it means to have an "untrimmed" surface and what an underlying surface and trim curves are in NURBS modeling:
http://moi3d.com/wiki/FAQ#Q:_Why_does_show_points_work_for_some_objects_but_not_others.3F


> Why are so many polys added shown in the red circle? This seems to be overkill.

That refinement is there so that the final polygons are within the settings that you asked for. Your screenshot there has clipped off your mesh settings so I can't see specifically what you set in that case. If you show what mesh settings you used, that would help me to tell you which one of them is causing that refinement.


> Wish some type of additional control could be added to control this.

It might be possible in the future for me to add in some control that allows you to disable refinement completely. However, there are problems with that since it would mean that in many cases the generated mesh would not actually be within the tolerances that you give in the mesh settings.

I've also thought a bit about possibly having an "un-refine" setting where maybe you could give something like an angle and as a post process have refined quads combined back together if they were within that angle. It's kind of an awkward thing to describe easily though, and one thing that I hope to avoid is making such a complex set of options that it becomes difficult for people to understand what they are all doing.

- Michael