16-01-2018, 12:09 AM
(This post was last modified: 16-01-2018, 12:12 AM by josemendez.)
(15-01-2018, 11:51 PM)rendezvous Wrote: Jose - Thanks for the prompt response! I got a follow-up question:
For simulated mesh, what would be the differences (if any) if my mesh is comprised of 5,000 triangles vs. 5,000 quads in terms of how it's simulated? I'm thinking both in terms of FPS rate and smooth/jittery movement. Would there be any noticeable differences?
Hi there!
'Quads' are a logical construct used by 3D modeling packages since they have some nice properties when it comes to certain edition tools. However, under the hood all meshes in all programs are made of triangles, since GPUs can only rasterize triangles.
Unity triangulates all meshes upon import. You cannot have quad-based meshes, even if you tick the "Keep Quads" option in the mesh importer, the underlying mesh info only exposes triangles. So 5000 quads are the same as 10000 triangles, and performance would approximately halve.
Importing quads however leaves the choice of quad winding to Unity (which direction to subdivide each quad into 2 triangles, and it does a pretty bad job specially with symmetrical meshes) so I'd reccomend triangulating the mesh yourself before exporting it. This gives you finer control over edge flow, to make sure the topology is as homogeneous as possible.