Author Topic: Catmull-Clark subdivision on export  (Read 4055 times)

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nih

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Catmull-Clark subdivision on export
« on: March 03, 2009, 03:28:32 AM »
I'm a big fan of using subdivision on terrain in games for increasing their resolution and adding a certain feel to the terrain. Although it's more space-efficient to do it on load, for small terrains it'd be much easier for me if World Machine supported subdivision upon export. Please consider adding it!

nikita

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Re: Catmull-Clark subdivision on export
« Reply #1 on: March 03, 2009, 05:53:04 AM »
Nice idea but.. wouldn't it make more sense to render the terrain in a higher resolution in the first place?
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Shigawire

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Re: Catmull-Clark subdivision on export
« Reply #2 on: March 07, 2014, 08:07:44 AM »
Yes, please consider adding the ability to export as a Pixar SubD surface, or some other form of loss-less 3D format such as NURBS. SubD is much better than a higher res version of the terrain, and requires potentially less from your GPU & CPU. If not these, then at least incorporate a smarter mesh optimizer, which reduces the polycount where there is little detail, and increases the polycount where there is need.

As it stands now, the Mesh Exporter has a lot of room for improvement. It doesn't optimize the mesh topology in any way before exporting. The current exporter uses a uniform distribution of quads & tris, regardless of topology or detail. A smart exporter would incorporate some form of optimization. The current optimization is too simplistic.

Stephen

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Re: Catmull-Clark subdivision on export
« Reply #3 on: March 13, 2014, 11:21:35 AM »
I can't say anything about subD support, but I can say that the mesh optimizer will get much better sooner than anything else. Specifically, a new simplification mode that attempts to optimize for "quality" relative to the kTri target you specify, including a quality mask you can supply to show areas that need to retain higher detail.
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