- ReOrder Geometry.
- Redistribute Geometry.
- Reveal Geometry.
- Expose Mesh Composition.
- Rebuild your assets process fingerprint.
Your polygon object can look exactly the same, yet have a completely different structure.
The RePoly Deformer, takes any Polygon object(s),and non destructively re- arranges its structure.
This is useful for scanned models. trees, plants and pretty much any kind of complex geometry.
It Reorders the polygon mesh, so that it looks exactly the same, but has a different order.
if you look at the way trees are usually delivered, the start at the base of the trunk and then ideally they are well structure in their growth. However scanned models, are usually almost random in the way they are constructed.
This modifier lets you reveal the order of construction, and easily rearrange it.
A good usage example is a tree. you might want several versions of it at different LOD.
This tool lets you easily and quickly generate multiple version of an asset (such as a tree), at different levels of detail. by simply removing polygons, and optionally re-ordering the result. that means you can have a version that is 100 detail for close up, and under 1% far away, bu still looking like the original, having not been destroyed by a slow polygon reduction process.
i.e. a tree (from maxons asset library)
no reordering.
polygon reduction from left to right.
ReOrder
This time, with random Re-ordering
Reorder lets you generate infinite variants of an mesh.
You can also reorder by axis other several other methods.
Another example from assets lib.
left is the original.
reducing the lod reveals that the object was constructed in patches and no effort was made to make a clean mesh.
Nobody would notice that the order of the mesh is this bad unless you tried to model from ir do anything else with it other than render it.
if you then apply a random ReOrder to the same reduction, you get the following.
This is more interesting for plants IMO, and that is what it was made for.
i.e. Ivy.
left is 557k polys and right is 227k pols.
Bother are
When you render them, they both look pretty much identical. You easily dial in the detail you want, with any any object.
Why ?
- Bold claim... All of your models are a mess..You just don't know it, because you have never had a tool that shows you how they are constructed.
- If you have ever hand modelled anything, you might think it looks great, but the underlying structure is the result of the tools you used to make it, as you made it. In effect, your model or asset has a fingerprint.
- It does nto matter if you made your model in c4d or somewhere else. The Fingerprint of the process of making it, is always there.
- That construction chaos is not your fault. it is the product of industry wide tools and workflows.
- You don't have tools to allow you to do anything about the construction fingerprint or your assets or mesh.
- The way that you model, does not allow you to build any other way.
Solution
- Now there is a tool which not only shows you how bad things are, it easily lets you fix things.
- ReOrder resets the fingerprint of your meshes. it removes the chaos of the construction process and leaves you with perfect geometry.
- ReOrder resets your meshes construction fingerprint and provides a multitude of functions to Re-Arrange how your model is put together.
Who is this for?
- Anyone who has polygon or procedural meshes or assets.
- Anyone with complex geometry, procedurally generate objects and hierarchy.
- Content Creators who deliver assets. Use this tool for final cleanup.
- Animators and modellers.
- Basically anyone who uses polygon object use this. It cleans up the Fingerprint that you never knew you had.
- Anyone with natural assets from photogrammetry, trees, plants,etc. Anything originating from a scan process take a look at what they are delivering, and reset it using this tool.
- Game asset creators.
- Basically, anyone can benefit from this process. Use it before delivering anything to erase your process fingerprint.
Known issues...
- A problem with normal tags.If you have a normal tag on an object, you can still use the reveal, but might get weird shading if you use a reorder function.i.e. turn re-order off or get rid of your normals tag.This is an issue with c4d itself not updating the normal tag when it changes. Out of my hands.
- NGons are not transferred.
- Non Manifold polygons might get skipped in In with the Fill mode.