Tái cấu trúc liên kết
Retopology is the process of simplifying the topology of a mesh to make it cleaner and easier to work with. Retopology is need for mangled topology resulting from sculpting or generated topology, for example from a 3D scan. Meshes often need to be retopologized if the mesh is going to be deformed in some way. Deformations can include rigging or physics simulations such as cloth or soft body. Retopology can be done by hand by manipulating geometry in Edit Mode or through automated methods.
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Kiến Tạo Lại Khung Lưới
Tham Chiếu
- Chế Độ
Chế Độ Vật Thể và Chế Độ Biên Soạn -- Object Mode and Edit Mode
- Bảng
Remeshing is a technique that automatically rebuilds the geometry with a more uniform topology. Remeshing can either add or remove the amount of topology depending on a defined resolution. This technique is especially useful for sculpting, to generate better topology after blocking out the initial shape.
Ghi chú
Những Giới Hạn:
Remeshing only works on the original mesh data and ignores generated geometry from modifiers, shape keys, rigging, etc.
Remeshing will not work with the Bộ Điều Chỉnh Đa Phân Giải.
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Thể Tích Tử
The Voxel Remesher uses OpenVDB to generate a new manifold mesh from the current geometry. It produces a mesh with perfectly even distributed topology and it does not have any performance penalty once the new mesh is calculated. This makes the voxel remesher great for sculpting as it is possible to sculpt at a much higher level of detail than using other features like dyntopo which often adds more performance overhead.
- Kích Thước Thể Tích Tử
The resolution or the amount of detail the remeshed mesh will have. The value is used to define the size, in object space, of the Voxel. These voxels are assembled around the mesh and are used to determine the new geometry. For example a value of 0.5 m will create topological patches that are about 0.5 m (assuming Preserve Volume is enabled). Lower values preserve finer details but will result in a mesh with a much more dense topology.
- Tùy Ứng
Reduces the final face count by simplifying geometry where detail is not needed. This introduce triangulation to faces that do not need as much detail. Note, an Adaptivity value greater than zero disables Fix Poles.
- Sửa các Điểm Hội Tụ
Tries to produce less Poles at the cost of some performance to produce a better topological flow.
- Bảo Tồn
- Âm Lượng
Tells the algorithm to try to preserve the original volume of the mesh. Enabling this could make the operator slower depending on the complexity of the mesh.
- Sơn Vẽ Vùng Chắn Lọc
Reprojects the paint mask onto the new mesh.
- Bề Mặt Ấn Định
Reprojects Face Sets onto the new mesh.
- Bố Trí Lại Thể Tích Tử
Performs the remeshing operation to create a new manifold mesh based on the volume of the current mesh. Performing this will lose all mesh object data layers associated with the original mesh.
Tứ (Giác) (viết tắt)
The Quad remesh uses the Quadriflow algorithm to create a Quad based mesh with few poles and edge loops following the curvature of the surface. This method is relatively slow but generates a higher quality output for final topology.
Cảnh báo
Performing Quadriflow Remesh will lose all mesh object data layers associated with the original mesh.
- Tứ Giác Hóa Khung Lưới
Opens a pop-up used to set parameters for the remesh operation.
- Sử Dụng sự Đối Xứng Hóa của Sơn
Generates a symmetrical mesh using the Mesh Symmetry options.
- Bảo Tồn nét Sắc Nhọn
Tells the algorithm to try to preserve sharp features of the mesh. Enabling this could make the operator slower depending on the complexity of the mesh.
- Bảo Tồn Ranh Giới Khung Lưới
Tells the algorithm to try to preserve the original volume of the mesh. Enabling this could make the operator slower depending on the complexity of the mesh.
- Bảo Tồn Màn Chắn Sơn Vẽ
Reprojects the Paint Mask onto the new mesh.
- Làm Mượt Pháp Tuyến
Applies the Smooth Normals operator to the resulting mesh.
- Chế Độ
Phương pháp để xác định lượng chi tiết cho khung lưới mới.
- Tỷ Số
Xác định số lượng bề mặt mục tiêu tương đối với khung lưới hiện tại.
- Chiều Dài Cạnh
Chiều dài mục tiêu của cạnh trong khung lưới mới.
- Bề Mặt
Số lượng bề mặt mục tiêu cung cấp trong khung lưới mới.
- Mầm
Random Seed to use with the solver; different seeds will cause the remesher to generate different quad layouts on the mesh.