75 lines
1.8 KiB
ReStructuredText
75 lines
1.8 KiB
ReStructuredText
.. index:: Geometry Nodes; Triangulate
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.. _bpy.types.GeometryNodeTriangulate:
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****************
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Triangulate Node
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****************
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.. figure:: /images/node-types_GeometryNodeTriangulate.webp
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:align: right
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:alt: Triangulate Node.
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The *Triangulate* node converts all faces in a mesh (quads and n-gons) to triangular faces.
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It functions the same as the :ref:`Triangulate <bpy.ops.mesh.quads_convert_to_tris>` tool in Edit Mode.
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Inputs
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======
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Mesh
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Standard geometry input.
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Selection
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A standard Boolean selection input to determine which faces will be triangulated.
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Minimum Vertices
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Minimum number of vertices a face must have to be triangulated.
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For example, setting this value to 5, will prevent triangulation of :term:`Quads <Quad>`
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and only triangulate :term:`N-gons <N-gon>`.
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Properties
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==========
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Quad Method
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:Beauty:
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Split the quads in nice triangles, slower method.
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:Fixed:
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Split the quads on their 1st and 3rd vertices.
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:Fixed Alternate:
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Split the quads on their 2nd and 4th vertices.
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:Shortest Diagonal:
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Split the quads along their shortest diagonal.
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:Longest Diagonal:
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Split the quads along their longest diagonal. This is the preferred mode for cloth simulations.
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N-gon Method
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:Beauty:
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Arrange the new triangles nicely, slower method.
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:Clip:
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Split n-gons using an ear-clipping algorithm
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(the same method of tessellation used for viewport display).
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Outputs
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=======
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Mesh
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Standard geometry output.
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Example
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=======
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.. list-table::
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* - .. figure:: /images/modeling_modifiers_generate_triangulate_before.png
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:width: 320px
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Mesh before triangulation.
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- .. figure:: /images/modeling_modifiers_generate_triangulate_after.png
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:width: 320px
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Mesh after triangulation.
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