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.. _bpy.types.TriangulateModifier:
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Triangulate Modifier
********************
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>`.