
Inputs
投入
几何学
Here you can pass the geometry to the Node whose polygons you want to un-triangulate.
在这里,您可以将几何图形传递给要取消三角化的 Node 的多边形。
模式
If you want to restrict the Node’s function to a specific selection you can select the type of active selection that should be evaluated here. You can select from Points, Edges or Polygons. In the end, a polygon selection is required, which means that other selections will be converted automatically. All points or edges of a give polygon must be selected in order for it to be un-triangulated.
如果您希望将 Node 的函数限制为特定的选择,则可以选择应在此处计算的活动选择类型。您可以选择点,边缘或多边形。最后,需要进行多边形选择,这意味着其他选择将被自动转换。一个给定多边形的所有点或边必须被选择,以便它是不三角化。
Alternatively, an iteration of the points, edges or polygon indices can be passed to the Node via the Selection input. If no active selection has been made and no Selection input used, all polygons on the geometry will automatically be edited.
或者,点、边或多边形索引的迭代可以通过选择输入传递给节点。如果没有进行主动选择,也没有使用选择输入,则几何图形上的所有多边形都将自动编辑。
选择
If you want to restrict the Node’s function to a specific region on the geometry and no selection has been made, you can enter the indices of points, edges or polygons here that should be passed to the Node. Make sure the fitting selection is made in the Mode menu.
如果你想把 Node 的函数限制在几何图形上的一个特定区域,并且没有进行任何选择,你可以在这里输入应该传递给 Node 的点、边或多边形的索引。确保在“模式”菜单中选择合适的选项。
创建 N-gon
Enable this option if you want to convert a triangles to a common N-Gon. The Angle value will automatically be taken into consideration.
如果要将一个三角形转换为公共的 N-Gon,请启用此选项。将自动考虑 Angle 值。
With increasing values, it can happen that the geometry’s shape will change – up to a complete collapse. Generally speaking, you should first use smaller values, e.g., up to 5°, in order to achieve useable results.
随着数值的增加,几何体的形状可能会发生改变——直至完全坍塌。一般来说,你应该首先使用较小的值,例如,高达5 ° ,以达到可用的结果。
平直角度[0. . 180 ° ]
Here you can define the maximum allowable divergence from the Normal angle between neighboring triangles to which quads or N-Gons can be created. Or put more simply, if there is a kink between 2 triangles, you will have to enter correspondingly higher values for these to be converted.
在这里,您可以定义相邻三角形之间的法线角所允许的最大散度,以便创建四边形或 n 边形。或者更简单地说,如果两个三角形之间有扭结,你必须相应地输入更高的值才能进行转换。
内角度[0. . 90 ° ]
Here you can define how much the inner angle of the resulting quad can diverse from 90° in order for a quad to be created. The higher this value is, the greater the resulting quads can diverge from a perfectly square shape.
这里你可以定义为了创建一个四边形,四边形的内角可以从90 ° 变化多少。这个值越高,所得到的四边形偏离完美的正方形的程度就越大。
对齐角度[0. . 90 ° ]
If you imagine a quad’s edges beyond the bordering points as extended lines, angles are created between these lines and the neighboring angles (as long as the mesh is planar). This value defines the maximum allowable angle divergence for the resulting quad. If the divergence exceeds this value, no quad will be created.
如果你想象一个四边形的边超过边界点作为扩展线,在这些线和相邻的角之间创建角度(只要网格是平面的)。这个值定义了产生的四轴飞行器的最大允许角度发散。如果发散度超过这个值,就不会产生四边形。
The following additional options can be used for expanded control of the Node function:
以下附加选项可用于扩展 Node 函数的控制:
保持紫外线边界
Enable this option if the edges of UV Islands – and therewith also the corresponding polygon edges – should remain unchanged. Note that the UV coordinates may end up being modified. This should, however, be irrelevant in most cases since UV coordinates are in most cases important after the modeling phase.
如果紫外线岛的边缘-以及相应的多边形边缘-应该保持不变,则启用此选项。注意,UV 坐标最终可能会被修改。然而,这在大多数情况下是不相关的,因为在大多数情况下,UV 坐标在建模阶段之后是重要的。
保持 Phong Edge 的突破
Polygon edges that were defined via Break Phong
Shading
如果启用此选项,则通过断裂 Phong 阴影定义的多边形边将被忽略,并且不会被修改。
保持网格属性
Currently, this option only applies to vertex colors. Points can save multiple values (here, color). If the algorithm for related triangles would be removed, the saved values will change. This option can be enabled to prevent this and corresponding edges will not be modified or removed.
目前,此选项仅适用于顶点颜色。点可以保存多个值(这里是颜色)。如果删除相关三角形的算法,则保存的值将发生变化。可以启用此选项来防止这种情况,并且不会修改或删除相应的边缘。