Inefficient geometry at seams?

Exchanges about Polygon Cruncher
Post Reply
Posts: 2
Joined: Fri Dec 18, 2009 8:10 pm

Inefficient geometry at seams?

Post by moiremusic » Thu Jan 07, 2010 7:32 pm

I swear I posted this matter a couple of weeks ago, but my post seems to have disappeared.

So I have a high-res rock formation:


But when I run it through PolyCrunch, it appears that there are some serious inefficiencies around the seams:


I've tried all of the different optimization options. Any ideas or workarounds?

Site Admin
Posts: 273
Joined: Thu Jul 05, 2007 11:06 am

Re: Inefficient geometry at seams?

Post by mootools » Mon Jan 11, 2010 12:34 pm


I guess you select the following optimization mode:

- Keep UV
- Freeze UV textures discontinuities

You see that the seams are red : this means that vertexes are protected because there are UV discontinuities here.

Removing some points here will cause invalid texture mapping and bad visual results.
This explain the result you have.

You might try to remove the Freeze UV textures discontinuities and look at the results.
You get better geometrical optimization, but a less interesting UV optimization.


Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests