Hi sneather,
> Also, what does that number I used for "divide larger than" represent? Is it a percentage, or a pixel-length?
It's a length value in world units, so for instance if you put in a value of 2 there any polygon that has a width or height larger than 2 units in length (in 3D model space) will get subdivided.
> Granted, it also adds quite a bit more polygon data that will have to be rendered
> in C4D. But I guess I don't have much of a choice.
Well yes, if the problem is that you're getting an area that is too rough with not enough polygons being created, then the solution is to create more polygons...
But it can also help if you join together surfaces that are sitting next to one another so that you will not have any naked edges (meaning an edge belonging to only one surface instead of joined between 2 surfaces) at all - the mesher will do additional work to make sure that the meshes generated along a joined edge are unified in vertex structure so that they won't have any little gaps or holes between them.
If you have 2 surfaces that touch only along naked edges, they will each get meshed separately and it's easy for them to get slightly different mesh structures which usually means little holes and gaps between them. That kind of issue won't be present if you mesh joined surfaces instead of totally separate surfaces with naked edges in them.
- Michael
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