Clean export to Modo
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 From:  PaQ
4978.44 In reply to 4978.43 
Hi Michael,

- The real fix is probably more like adding in some additional refinement mechanism that kicks in automatically to avoid making a pretty non-planar n-gon to begin with. Basically if your n-gons are not torqued then centroid triangulation would not cause that kind of problem.

Would be indeed great if that kind of problem can be fixed in an 'automatic way' without adding to much geometry.
Maybe I'm too greedy about polycount too :)
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 From:  Michael Gibson
4978.45 In reply to 4978.44 
Hi PaQ,

> Would be indeed great if that kind of problem can be fixed in an 'automatic way'
> without adding to much geometry.
> Maybe I'm too greedy about polycount too :)

That "not adding too much" part is where it gets particularly tricky, especially trying to come up with a mechanism that can gradually do it in increments along with the slider being moved...

In the meantime maybe it is best if I turned centroid triangulation off by default since it has a tendency to not handle these types of situations very well. Another thing I was thinking about was to maybe have it turn off when the base n-gon was over a particular aspect ratio like 10 to 1 or so...

- Michael
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 From:  PaQ
4978.46 In reply to 4978.45 
Hi Michael,

Yes this centroid triangulation is, from my pov, a little problem, especially since this thread.

I was about to suggest some modo users to use triangle output format if they really want to get the best possible
shading out ot MoI (until modo can handle ngone tesselation better, not a MoI fault here).

But having to edit the moi .ini file to avoid glitches from this centroid triangulation can look a little bit tricky too.

Well that's up to you now !
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