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    Subdivision Question

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    • J Offline
      Jim
      last edited by

      Is there such a thing as 2.5 Iterations that would have a better balance between smoothness and poly count?


      Untitled.png

      Hi

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      • mitcorbM Offline
        mitcorb
        last edited by

        Wouldn't the script have to decide just which faces to subdivide, say every other one, whatever that means, and wouldn't this create other issues, like, instead of a regular uniform smooth mesh you get something kinda lumpy? Or you get a mesh with different sized triangles?
        I don't know, I'm just speculating. 😄

        I take the slow, deliberate approach in my aimless wandering.

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        • dereiD Offline
          derei
          last edited by

          I read that with next version of SDS you can smooth custom areas of the model (where you need more details) and leave others with less polygons. We'll wait and see 😄 ... solo is teasing us with his SDS2 works.

          DESIGNER AND ARTIST [DEREI.UK](http://derei.uk/l)

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          • mitcorbM Offline
            mitcorb
            last edited by

            @Jim:
            Looking at this again, aren't the iterations doubling the faces each time? This is like Add Detail in Sandbox, but can also be applied to any geometry.

            I take the slow, deliberate approach in my aimless wandering.

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            • J Offline
              Jim
              last edited by

              @mitcorb said:

              ooking at this again, aren't the iterations doubling the faces each time?

              Not doubling, but 4x as many per iteration. "Just" a doubling would be great. I have a vague understanding of how subdivision works - it's sort of like averaging a vertex with all it's neighbors. You need to average ALL the vertices, so doing half an iteration doesn't really make sense, but I thought I'd ask.

              I didn't hear anything specifically about SDS2 that mentioned poly-reducing, but it wouldn't surprise me if it was included.

              Hi

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              • mitcorbM Offline
                mitcorb
                last edited by

                The multiplication kind of resembles the effect of the Inverse Square Law, where doubling the radius results in 4x the area, and 1/4 the intensity regarding light and acoustics.

                I take the slow, deliberate approach in my aimless wandering.

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