Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 02-11-2004 , 11:26 PM
gohan1842's Avatar
Subscriber
Join Date: Jul 2004
Posts: 1,060

question about tris

how come the polycount shows that there are alot more tris than there really are.


I'm not a geek. I'm a nerd.

msn - g1842@hotmail.com
I'm up for a chat anytime.
# 2 03-11-2004 , 12:28 AM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
I've not run into this kind of situation before. you might want to make sure you haven't accidently duplicated anything in your scene.

# 3 03-11-2004 , 12:29 AM
gohan1842's Avatar
Subscriber
Join Date: Jul 2004
Posts: 1,060
no. what i mean is like say i start a new scene. i make a poly cube. on the poly count it says 12 tris.


I'm not a geek. I'm a nerd.

msn - g1842@hotmail.com
I'm up for a chat anytime.
# 4 03-11-2004 , 12:39 AM
dannyngan's Avatar
Registered User
Join Date: Dec 2002
Location: Seattle, WA
Posts: 1,154
That is because a cube is made up of 12 triangles. 6 quads, each quad is 2 triangles, hence 12 triangles. To prove it, triangulate the cube (Polygon > Triangulate) and you'll see all the triangles.


Danny Ngan
Animator | Amaze Entertainment
my website | my blog | my job
# 5 03-11-2004 , 12:40 AM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Right, a Tri is a 3-sided polygon. So, it has 6 (four-sided) faces, but 12 Tris. user added image

# 6 03-11-2004 , 01:21 AM
gohan1842's Avatar
Subscriber
Join Date: Jul 2004
Posts: 1,060
so u dont have to see them in your model as a 3 sided face. i see now. i was wondering this because i keep hearing how good it is to maintane quads. but when i looked at my polycount i freaked out lol. well thx for splaining it to me.


I'm not a geek. I'm a nerd.

msn - g1842@hotmail.com
I'm up for a chat anytime.
# 7 03-11-2004 , 01:30 AM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
It's important to maintain quads in high-res modeling. It's actually the opposite in game art. although you dont have to triangulate the model (as the game will do it for you usually), it's the tris you need to pay attention to.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads