Subdivision modifier - Variable Curvature method

Subdivision modifier - Variable Curvature method

pawel_karbarz
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Subdivision modifier - Variable Curvature method

pawel_karbarz
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Hi guys,

 

I've got a question. It is just a curiosity about this method of divide mesh. Can someone explain me how this method works and why sometimes I can see more triangles in some part of the mesh? What kind of algorithm is behind this modifier and how this script determinate where to put which triangle size?

This is very interesting for me because I've never seen something like this in other 3d software.

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MartinBeh
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Accepted solution

The online help should be able to answer this.

Here is an excerpt:

Spoiler
Subdivide Mode
Selects the subdivision algorithm to use:
  • Subdivide: a highly-constrained legacy solver that maintains all existing edges.
  • Delaunay: constrains edges that have data when the Preserve Mesh Data option is enabled. This mode also includes the option to relax unconstrained surfaces.
  • Adaptive: attempts to achieve a relatively uniform mesh like the Subdivide and Delaunay modes, however with greater computation time and often better results. Being less dependent upon the input mesh, there is generally no correspondence between unconstrained edges of the original mesh and the edges of the output mesh in this mode.
  • Variable Curvature: has the same positive qualities as the Adaptive algorithm and gives similar results in flat regions of the mesh. This mode will refine more in regions of high surface curvature however in order to accurately capture the shape. The degree to which Variable Curvature mode will refine high curvature regions is controlled by the Variable Density parameter. This mode requires the most computation time but often provides the best results for complex geometry.
 

 In short: Variable Curvature will create smaller triangles in places of large curvature change, i.e. in places where the original surface changes directions a lot.

Martin B   EESignature
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pawel_karbarz
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Thank you for respond! This is what I want

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