@ PaQ, <...sigh...> "just as good, sometimes better" he claims.... ????
I would like to see any actual examples of that.
In reality I don't think I have seen even a single case where the Plasticity n-gon tessellation was better than MoI's .
If you're lucky, with certain kinds of models it can only be slightly worse.
On more complex models Plasticity's n-gon output becomes worse and worse with large amounts of wonky lines.
The difference is that in MOI's n-gon output, every single poly edge in the entire output is either along a trim boundary edge, or running along a surface's UV directions. There is literally not even a single polygon edge that doesn't belong to one of those categories. That makes the MOI n-gon output highly structured with a wireframe that is strongly aligned with the original CAD model.
The Plasticity generated mesh does not have that same structure to it, it will often generate edges that seem to be from an initial triangular tessellation.
MOI does not make an initial triangular tessellation, it makes an initial UV quad mesh and then with trim edges the quads are trimmed directly into n-gons. The only triangulation in MOI happens at the end if you want triangles where the n-gons get triangulated. This native n-gon meshing process is unique to MOI and not available in any commercial geometry library.
Some examples in MOI:
And same in Plasticity:
- Michael
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