Quadrangulate the model

   38453   9   3
User Avatar
Member
24 posts
Joined: June 2009
Offline
Is there a way to convert triangulated model into quads like Quadrangulate operator in Softimage? I found a trick with a tristrip but it's not what i need, cause this method will create distorted quads.
User Avatar
Member
1799 posts
Joined: Oct. 2010
Offline
unfortunately not out of the box.. it did not take long to make my own if you want to take a stab. For mine, I did:

- write a python SOP to find the longest edge on tris and put them on a group
- do some more filtering based on some rules (i.e. use a group SOP to subtract border edges from that list)
- once you are happy with the edge group, dissolve them
- use divide to “catch” any polygons which may end up with more than 4 sides
- pack it up into a digital asset

you may also be able to promote a few parameters which may give you some flexibility for some cases. For me, this worked well on finding quads on meshes which have an obvious quadrangulated underlying geometry (but not on very disorganized, or very “delaunay” like geometries such as the ones you get from the remesh sop
-G
User Avatar
Member
300 posts
Joined: March 2011
Offline
grayOlorin
unfortunately not out of the box.. it did not take long to make my own if you want to take a stab. For mine, I did:

- write a python SOP to find the longest edge on tris and put them on a group
- do some more filtering based on some rules (i.e. use a group SOP to subtract border edges from that list)
- once you are happy with the edge group, dissolve them
- use divide to “catch” any polygons which may end up with more than 4 sides
- pack it up into a digital asset

you may also be able to promote a few parameters which may give you some flexibility for some cases. For me, this worked well on finding quads on meshes which have an obvious quadrangulated underlying geometry (but not on very disorganized, or very “delaunay” like geometries such as the ones you get from the remesh sop

that said having a proper quadrangulate function in the divide would be nice

as well as a Zbrush style quad remesher
*hint hint
User Avatar
Member
24 posts
Joined: June 2009
Offline
grayOlorin
unfortunately not out of the box.. it did not take long to make my own if you want to take a stab. For mine, I did:
Thanks for your advice. I will try to make an similar asset.
User Avatar
Member
27 posts
Joined: Sept. 2015
Offline
a subdivide will turn everything to quads…of course you get 3 times the primitives…
Doolittle: Don't give me any of that intelligent life crap, just give me something I can blow up
User Avatar
Member
27 posts
Joined: Sept. 2015
Offline
just tried the triangulate tool with softimage and I have to admit it works awesome on objects that were originally quads… not so great on scanned objects…
sort of the same with maya though Maya's doesn't work as well as softimage.
Doolittle: Don't give me any of that intelligent life crap, just give me something I can blow up
User Avatar
Member
26 posts
Joined: Aug. 2012
Offline
Does someone have an asset like this to share?
Houdini Indie 18
Win 10 64-bit
User Avatar
Member
87 posts
Joined: May 2011
Offline
try Instant Meshes:
https://www.youtube.com/watch?v=U6wtw6W4x3I [www.youtube.com]

and look at this (instant meshes and Houdini).
https://www.sidefx.com/forum/topic/44816/ [www.sidefx.com]
— dedeks 3000 —
User Avatar
Member
1 posts
Joined: Feb. 2019
Offline
Hey,

I Know it's an old thread but maybe someone finds it later with the same issue.

My problem was I got subdivided Triangulated Meshes, and I desperately needed an untriangulated quad version of them.


Houdini 18 has “Labs Quadrangulate” tool (you need to enable the “Labs” shelf, earlier it was “Game Development toolset” in 17.5), which removes exactly the right edge you want (You may need to set a different “Edge to Collapse” number).

Works like a charm for me!


Peter
  • Quick Links