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    Triangle or no triangle?

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    • D Offline
      dsarchs
      last edited by

      Adam,

      Sorry about the lack of clarity. I understand it is triangles at the core, but practically blender will still show a quad even if one of the vertices is slightly non-planar. I rarely use blender so I have no idea what best practices are, I just meant to say that that situation can exist. Thanks for the correction.

      Knowledge is a polite word for dead but not buried imagination.

      -e.e.cummings

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      • thomthomT Offline
        thomthom
        last edited by

        @goonster said:

        I believe degenerate quads are quads made up of two triangles, as opposed to a normal four sided one.

        But all quads breaks down to triangles. Everything does. How can that be "degenerate"?

        @dsarchs said:

        I understand it is triangles at the core, but practically blender will still show a quad even if one of the vertices is slightly non-planar.

        So does 3DsMax. And Maya. It's a common abstractation.

        It is somewhat similar to what SU does when you smooth an edge - the faces connected to the smooth edge will be treated as one unit. Entity Info will display "Surface".

        That is basically what I do with QuadFace Tools. I make two sets of triangles share a smooth edge - then when you click on one of them (assuming you don't have Hidden Geometry on) you get both selected - as one unit.

        Thomas Thomassen β€” SketchUp Monkey & Coding addict
        List of my plugins and link to the CookieWare fund

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        • AdamBA Offline
          AdamB
          last edited by

          @thomthom said:

          @adamb said:

          degenerate quads
          Not familiar with this definition. What is it?

          A degenerate quad is one with 1 or more zero length edges. Its topologically a four-sided shape, but may look like a triangle.

          Quads can be useful but you often need triangles to close a surface, so having your Tools being able to handle Quads where 1 edge has been degenerated to make a "triangle shape" while still being a quad will be essential.

          Basically, does your tool explode if I give it a degenerate quad. πŸ˜„

          Developer of LightUp Click for website

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          • AdamBA Offline
            AdamB
            last edited by

            @dsarchs said:

            Adam,

            Sorry about the lack of clarity. I understand it is triangles at the core, but practically blender will still show a quad even if one of the vertices is slightly non-planar. I rarely use blender so I have no idea what best practices are, I just meant to say that that situation can exist. Thanks for the correction.

            Understood. Not to be pedantic, but Sketchup also has a planarity epsilon (error term) below which it will consider triangles coplanar. All CAD packages do, because they all use floating point which has finite precision.

            Developer of LightUp Click for website

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            • thomthomT Offline
              thomthom
              last edited by

              @adamb said:

              @thomthom said:

              @adamb said:

              degenerate quads
              Not familiar with this definition. What is it?

              A degenerate quad is one with 1 or more zero length edges. Its topologically a four-sided shape, but may look like a triangle.

              Quads can be useful but you often need triangles to close a surface, so having your Tools being able to handle Quads where 1 edge has been degenerated to make a "triangle shape" while still being a quad will be essential.

              Basically, does your tool explode if I give it a degenerate quad. πŸ˜„

              Can you even create such a quad in SketchUp given its auto-merging feature?

              I have been thinking of how to deal with triangles - as I do recognize that triangles are needed at times. So far triangles are ignored as I've not come up with a solution to them. (I've also not focused so much on them yet as I've put them down as edge cases and focus at the moment on the more common scenarios in order to get a tool set up and running.)
              I'd love to get some input on this.

              QuadsAndTris.png

              Thomas Thomassen β€” SketchUp Monkey & Coding addict
              List of my plugins and link to the CookieWare fund

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              • PixeroP Offline
                Pixero
                last edited by

                Would it be possible to do triangles with the help of some Virtual vertices halfway to the third Vertex like this. And then apply UVs to the real vertices.

                UVtriangle.jpg

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                • TIGT Online
                  TIG Moderator
                  last edited by

                  Any triangle can be quadded [ignoring the affects of it on its neighbors' quadness!]...Capture.PNG A triangular face has three vertices - no more no less - but finding 4 points on it that are coplanar but not colinear is always possible - these can then be used for UV-mapping... However, deciding which side to align with is perplexing... If it's a 'closing triangle' like the blob 'torpedo' example then the alignment is to the common side to its quad neighbor.
                  Alternative thought...
                  The blob torpedo-end example COULD be made out of a set of quads with a tiny set of triangles at the 'apex' - then the UV mapping of those triangles becomes somewhat academic as they will barely have a pixel of texture on them.
                  If this apex 'umbrella' form is so tiny then the common point of all of the triangles can be tweaked to be coplanar with the other vertices and the unnecessary edges removed - leaving us with a tiny polygon which again can just take the one pixel of texture using the default UV-mapping...Capture1.PNGThus we loose the triangle mapping problem as they are all now quads, albeit with one tiny side and the left over tiny polygon is no more problem than a triangle to map, and being so small any texture it has is somewhat academic?

                  TIG

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                  • thomthomT Offline
                    thomthom
                    last edited by

                    @tig said:

                    Any triangle can be quadded [ignoring the affects of it on its neighbors' quadness!]...

                    The affect on it neighbouring quads cannot be ignored, as they'd become pentas.
                    And dividing the the triangle into three quads doesn't improve the topology, which is the whole point of working with quads. Quads by them selves isn't automatically good. It's good predictable topology which is the ultimate goal - quads are just the tool.

                    Thomas Thomassen β€” SketchUp Monkey & Coding addict
                    List of my plugins and link to the CookieWare fund

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                    • TIGT Online
                      TIG Moderator
                      last edited by

                      I appreciated in my comment that quadding a triangle is most likely to mess with it's neighbors' quadness... πŸ˜’
                      However, my second plan to quadify the triangles with the insertion of a tiny fourth side and be left with one tiny polygon 'to worry about' [not] might have some mileage left in it πŸ˜•

                      TIG

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        hmm... I'm thinking there too many edge cases to that. And would you really want a model with lots and lots of tiny edge fragments which the user can't hardly see? Quite possibly cause incorrect snapping and whatnot...

                        I'd rather find a way to deal with the triangles as is. Find a way to fit them into the system.

                        Thomas Thomassen β€” SketchUp Monkey & Coding addict
                        List of my plugins and link to the CookieWare fund

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                        • TIGT Online
                          TIG Moderator
                          last edited by

                          Could you use the ideas in the 4 points made from my 'quadded' triangle example [you don't actually divide the faces! just find pt 4] to map the UVs onto the triangle this would take the edge shared with a quad for one alignment automatically as the pt 4 is always centered on that shared edge and offset at a right-angle giving the other alignment, with the other aligned to a joining quad edge?Capture.PNG

                          TIG

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