Mesh triangulation

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From MAYA

Maya Cloth creates a mesh with varying sizes of triangles that are randomly distributed. The mesh has no regularity or stress lines. This creates more natural folds.

With NURBS objects and  polygonal objects, you can get artificial stress lines caused by the regular tessellation.

From STITCH

Stitch surfaces the cloth panels with triangles.  It uses a Delaunay method for creating triangles, which means that the angles of the triangle corner cannot be less than a certain value.  This prevents long thin triangles from forming in the cloth and causing problems.  This provides a nice method for smooth deformations. 

From Clothreyes

ClothReyes comes with a new kind of primitive called Hexamesh.Hexameshes, unlike any standard Max primitives, intelligently add an even distribution of polygons to fill possibly oblong shapes, so you don't have to fuss with subdivision numbers to avoid long-skinny polygons.

Hexameshes also permit you to randomize the way their polygons are distributed, so that eventual creases in your object will look more organic and cloth-like, and less "computerish".

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