blender-manual/manual/modeling/geometry_nodes/mesh/operations/triangulate.rst

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.. index:: Geometry Nodes; Triangulate
.. _bpy.types.GeometryNodeTriangulate:
****************
Triangulate Node
****************
.. figure:: /images/node-types_GeometryNodeTriangulate.webp
:align: right
:alt: Triangulate Node.
The *Triangulate* node converts all faces in a mesh (quads and n-gons) to triangular faces.
It functions the same as the :ref:`Triangulate <bpy.ops.mesh.quads_convert_to_tris>` tool in Edit Mode.
Inputs
======
Mesh
Standard geometry input.
Selection
A standard Boolean selection input to determine which faces will be triangulated.
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>`.
Properties
==========
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 along their shortest diagonal.
:Longest Diagonal:
Split the quads along their longest diagonal. This is the preferred mode for cloth simulations.
N-gon Method
:Beauty:
Arrange the new triangles nicely, slower method.
:Clip:
Split n-gons using an ear-clipping algorithm
(the same method of tessellation used for viewport display).
Outputs
=======
Mesh
Standard geometry output.
Example
=======
.. list-table::
* - .. figure:: /images/modeling_modifiers_generate_triangulate_before.png
:width: 320px
Mesh before triangulation.
- .. figure:: /images/modeling_modifiers_generate_triangulate_after.png
:width: 320px
Mesh after triangulation.