Polygon Reduction
Generator
多边形缩减生成器
Basic 基础Coord.Object 对象Polygon Reduction Generator
多边形缩减生成器
为什么进行多边形缩减?
The fewer polygons that are in a scene, the faster a scene can be edited and rendered. 3D scanned objects, for example, often consist of hundreds of thousands or even millions of polygons that can be cumbersome to edit in Cinema 4D or may not even be handled at all. For example, if the objects in the scene are in positioned the background, millions of polygons can basically go to waste and will unnecessarily bog down the hardware.
场景中的多边形越少,场景编辑和渲染的速度就越快。例如,3D 扫描的物体通常由成千上万甚至上百万个多边形组成,这些多边形在C4D中编辑起来很麻烦,甚至根本无法处理。例如,如果场景中的对象位于背景中,数百万个多边形基本上就会被浪费掉,并且不必要地使硬件陷入困境。
Also, if 3D objects should be accessible interactively online, they should also contain as few polygons as possible. The Polygon Reduction Generator can be used for these and other purposes.
此外,如果3D 对象应该可以在线交互访问,那么它们也应该包含尽可能少的多边形。多边形缩减生成器可以用于这些和其他目的。
Note: 注意:Polygon reduction in Cinema 4D
Cinema 4D 中的多边形缩减
The purpose of polygon reduction is to reduce an object’s polygon count by maintaining the object’s original shape to the highest degree. Note that this process will always apply triangulation. Polygon reduction in Cinema 4D is done using a Polygon Reduction Generator, which means that the object to be reduced must be made a Child object of this Generator.
多边形缩减的目的是通过最大程度地保持物体的原始形状来减少物体的多边形数量。请注意,这个过程将始终应用三角测量。Cinema 4D 中的多边形缩减是使用多边形缩减生成器完成的,这意味着被缩减的对象必须成为该生成器的子对象。
The polygon reduction process now also converts - as far as possible - properties such as UV coordinates, vertex colors, vertex maps, etc. for the newly reduced objects. This was not the case in previous versions of Cinema 4D. Of course compromises have to be made for very large reductions since the details (point density) will simply no longer be sufficient to maintain the original shape if the number of polygons is greatly reduced. For very large reductions, textures, weighting and colors will only be located at the approximate location at which they originally were (see image above at 99.9%), which generally shouldn’t be a problem if the camera is positioned far enough away:
多边形缩减过程现在也转换-尽可能-属性,如紫外线坐标,顶点颜色,顶点映射,等新近缩减的对象。在先前的C4D版本中,情况并非如此。当然,如果多边形的数量大大减少,那么细节(点密度)将不再足以保持原来的形状,因此必须做出妥协。对于非常大的减少,纹理,权重和颜色将只位于它们原来的大约位置(见上图99.9%) ,这通常不是一个问题,如果相机定位足够远:
As soon as the Generator starts is calculation (which can take correspondingly longer for objects with greater numbers of points), comprehensive and detailed pre-calculations will be made internally. After these have been completed, the Reduction Strength value (as well as all animatable object settings; if other settings are modified, a new pre-calculation will be made) can be modified interactively, whereby the results for the vertex maps and vertex colors will be displayed in the Viewport. During the pre-calculation - which can be halted at anytime by disabling the Polygon Reduction Generator - you can continue working in Cinema 4D.
一旦生成器开始计算(对于点数较多的对象可能需要相应的更长时间) ,内部将进行全面和详细的预先计算。在这些已经完成后,还原强度值(以及所有可动画的对象设置,如果其他设置被修改,一个新的预计算将被做出)可以交互式修改,即顶点地图和顶点颜色的结果将显示在 Viewport。在预计算期间-可以随时停止通过禁用多边形缩减生成器-你可以继续在Cinema 4D 工作。