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Include triangulated mesh in exports
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Topic: Include triangulated mesh in exports (Read 1434 times)
Teemu Wilander 0
Painter already appears to triangulate mesh on import.
When you work in your 3d package of choosing, and export a quad mesh from there to use in both destination engine and painter, the two destinations can triangulate the mesh differently. This leads to inconsistent outcomes from painter texture outputs.
It would be handy if when exporting your project from painter you could choose to export out the painter-triangulated mesh also. Quixel for instance already does this for the exact same reasons.
I understand that many choose to triangulate the mesh on export from their 3d package, but there are merits to both workflows and being able to select would benefit the userbase.
on:
September 26, 2017, 10:07:10 am
Vincent Gault
WWW
Hey, when the mesh is imported within SP, we heavily modify it for optimisation reason, so while it's not impossible, that we offer this option one day, there is no plan for now. The best remains to triangulate it before to import it.
Reply #1 on:
September 26, 2017, 12:00:40 pm
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Maya Gameworks 0
I do triangulate meshes before importing into SP. This is a bit uncomfortable though, because I often use a polygon picker when constructing masks and triangles are way worse than quads for this (obv). So yeah, triangulation option would be kinda useful.
Reply #2 on:
October 18, 2017, 01:39:42 pm
Jeremie Noguer
Starting with 2017.3.1, you can now export the triangulated mesh from Painter.
Reply #3 on:
October 28, 2017, 12:16:59 am
justaviking
Quote from: Jeremie Noguer on October 28, 2017, 12:16:59 am
Starting with 2017.3.1, you can now export the triangulated mesh from Painter.
That is so cool. I was thinking about that recently, and thought it should be requested. You guys rock!
Reply #4 on:
October 28, 2017, 04:16:41 am
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Include triangulated mesh in exports