Hey Justin, would this method speed up animation playback and render time? .. Would be great if you take a look at this animation made by blender and let me know your pro tips of how to improve render speed and scene in general. I tested it on MSI G76 U11 64GB Ram and RTX 3080 which should be great, yet playback is unreliable except when disabling armature in viewports etc and 1 frame would take about 55 Seconds. Long time follower and seen many of your videos and recalling you said once it's mostly about how scenes are made rather than the machine it's self, So your pro tips would be so much appreciated. ruclips.net/video/VYostoq7Bp4/видео.html
So the key takeaway is: if you know that your object will be triangulated AFTER Blender's export, triangulate it BEFORE you export to retain control within Blender's workflow.
when transferring over to another program, It's less that they are being converted and more that 3D data is processed in triangles. A square from a computers point of view is actually 2 triangles stuck together and blender adds extra information to define that more than one triangle is part of a face (or in a simpler case; 2 triangles for a square) and display them as such. Triangulating converts these hidden triangles into whole triangles with their own faces. Triangles are like the atoms of 3D Models and computers use them because there are mathematical equations to convert a 3D representation of a triangle to the pixels on our screen.
Thanks for the upload! Amazing video :) Got a few questions: After cleaning up a model (retopology), does the triangulate modifier add more polys? as it's halving quads? Another question is, can you manually triangulate the finish model?
The first time i exported a model mesh from Blender into OpenGL i was perplexed as to why only every other triangle was rendering. Then i had to smack myself when i remembered that OpenGL only works with triangles and Blender objects are Quads by default.
It's not just about game engines, ofc. Even when I exported a Blender model to SketchUp with Transmutr I had issues with bad triangulation. So I triangulated my meshes in Blender and boom! Problem solved :)
not an expert, but I would say on the bottom unless you are planning on applying it for some reason. The whole point of this video is that game engines will do this for you when you import which would be the final thing that happens to the mesh. Doing it at the end will let you see what that would have ended up looking like and also gives you control to mess with it.
So why have I spent the last couple years being told to make everything in quads in blender so the topology will move better... if triangles are how it converts anyway? Triangles are much easier to model with...
Hi everyone! Let me know if you have any questions about the triangulate modifier in the comments below! :)
Hey Justin, would this method speed up animation playback and render time? .. Would be great if you take a look at this animation made by blender and let me know your pro tips of how to improve render speed and scene in general. I tested it on MSI G76 U11 64GB Ram and RTX 3080 which should be great, yet playback is unreliable except when disabling armature in viewports etc and 1 frame would take about 55 Seconds. Long time follower and seen many of your videos and recalling you said once it's mostly about how scenes are made rather than the machine it's self, So your pro tips would be so much appreciated.
ruclips.net/video/VYostoq7Bp4/видео.html
So the key takeaway is: if you know that your object will be triangulated AFTER Blender's export, triangulate it BEFORE you export to retain control within Blender's workflow.
Exactly!
everyday learning sth. little by little. thanks
when transferring over to another program, It's less that they are being converted and more that 3D data is processed in triangles.
A square from a computers point of view is actually 2 triangles stuck together and blender adds extra information to define that more than one triangle is part of a face (or in a simpler case; 2 triangles for a square) and display them as such.
Triangulating converts these hidden triangles into whole triangles with their own faces.
Triangles are like the atoms of 3D Models and computers use them because there are mathematical equations to convert a 3D representation of a triangle to the pixels on our screen.
Very important tool for baking precise normals from every single flat face. Sometimes non flat quads make distortions.
Thank you so much. I've been wasting hours trying to do this one by one Dx
Awesome info thanks 👍
No problem 👍
Thanks for sharing great knowledge sir, please make a tutorial on open house with rooms and doors with character size ... thanks
good to know, were thinking of starting to use unity soon
Thanks for the upload! Amazing video :)
Got a few questions:
After cleaning up a model (retopology), does the triangulate modifier add more polys? as it's halving quads? Another question is, can you manually triangulate the finish model?
Thanks
The first time i exported a model mesh from Blender into OpenGL i was perplexed as to why only every other triangle was rendering.
Then i had to smack myself when i remembered that OpenGL only works with triangles and Blender objects are Quads by default.
It's not just about game engines, ofc. Even when I exported a Blender model to SketchUp with Transmutr I had issues with bad triangulation. So I triangulated my meshes in Blender and boom! Problem solved :)
What if you start out with a triangulated mesh and you want to convert to quads? (ie: converting a CAD file extrusion)
I have a question, after a bunch of modifiers, should I put the modifier at the bottom or the modifier on top of all the modifiers?
Depends - they get applied in order, and the order is different depending on what you're trying to do
not an expert, but I would say on the bottom unless you are planning on applying it for some reason. The whole point of this video is that game engines will do this for you when you import which would be the final thing that happens to the mesh. Doing it at the end will let you see what that would have ended up looking like and also gives you control to mess with it.
So why have I spent the last couple years being told to make everything in quads in blender so the topology will move better... if triangles are how it converts anyway?
Triangles are much easier to model with...
I think that's for texturing reasons/normals/other maps which later you'll add on the new triangle model
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thanks