ai-auto-train-unreal-engine5.5-metahumans-vllms-reasoning-video-game-builder-app
/
triangulate.rst.txt
.. _bpy.types.TriangulateModifier: | |
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Triangulate Modifier | |
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The *Triangulate* modifier converts all faces in a mesh (quads and polygons) to triangular faces. | |
It fulfills the exact same function as the :ref:`Triangulate <bpy.ops.mesh.quads_convert_to_tris>` tool in Edit Mode. | |
.. list-table:: | |
* - .. figure:: /images/modeling_modifiers_generate_triangulate_before.png | |
:width: 320px | |
Mesh before Triangulate modifier. | |
- .. figure:: /images/modeling_modifiers_generate_triangulate_after.png | |
:width: 320px | |
Mesh after Triangulate modifier. | |
Options | |
======= | |
.. figure:: /images/modeling_modifiers_generate_triangulate_panel.png | |
:align: right | |
The Triangulate modifier. | |
Quad Method | |
Beauty | |
Split the quads in nice triangles, slower method. | |
Fixed | |
Split the quads on their 1st and 3rd vertices. | |
Fixed Alternate | |
Split the quads on their 2nd and 4th vertices. | |
Shortest Diagonal | |
Split the quads based on the diagonal distance between their vertices. | |
N-gon Method | |
Beauty | |
Arrange the new triangles nicely, slower method. | |
Clip | |
Split the polygons using an ear-clipping algorithm | |
(gives similar results to the tessellation used for the viewport rendering). | |
Keep Normals | |
When using :ref:`custom normals <modeling_meshes_normals_custom>`, | |
try to preserve the same shading as before triangulation. | |
Minimum Vertices | |
Minimum number of vertices a face must have to be triangulated. | |
For example, setting this value to 5, will prevent triangulation of :term:`quads <quad>` | |
and only triangulate :term:`N-gons <N-gon>`. | |