Retopologize
Create a new single Mesh representation of the input GameObjects. The result will consist of a single GameObject, a single Mesh and optionally a single baked Material.
Parameters
Parameter | Type | Description |
---|---|---|
type | RetopologizeType | Standard: create a rough mesh approximation driven by quality target. Field-Aligned (Preview): create a field-aligned quad-dominant mesh with control on triangle count. |
criterion (Strategy) | VertexTarget | Triangle count: driven by a specific targeted number of triangles. Triangle count: driven by percentage of mesh total number of triangles. |
targetTriangleCount (Triangles) | Int32 | Approximate output triangle count. |
targetRatio (Ratio) | Range | Approximate output ratio triangle count. Choose 0% to 100%. |
gridResolutionPreset (Quality preset) | GridResolutionPreset | Voxelization quality presets. |
gridResolution (Quality value) | Int32 | Specify the voxel grid resolution. A setting of 'x' divides the model into roughly x³ voxels. Increasing this value may result in longer processing times and more triangles in the output mesh. |
useFeatureSize | Boolean | If activated, Asset Transformer will try to preserve mesh details larger than chosen feature size. |
featureSize | Single | Minimum feature size to preserve. |
bakeMaps | Boolean | Transfer original mesh information into texture maps (Albedo, Normal, Opacity, Roughness, Specular, Metallic, Ambient Occlusion, Emissive). |
mapsResolution | MapDimensions | Generated textures size. |
resolution | Int32 | Generated textures size. |
upSampling (Up-sampling) | Int32 | Baking up-sampling coefficient: bake at a higher resolution than desired output textures resolution, then resize. |
offset (Offset) | Single | Offset used to generate the baking cage. Increase to lower baking artifacts in case of a large geometric error between source and retopologized mesh. |
Additional Information
Use this feature to create a lightweight representation of a complex mesh by reducing the polygon count.
This feature is suitable for colliders, levels of detail (LODs), and devices with limited graphics power.
Note
The functions preserve animations by transferring joint assignations to the target mesh.
You can choose between two methods:
- Standard method
- Field aligned
Standard method
Create a rough mesh approximation to reach a target polygon count.
This illustration shows how you can create a collider that has a low polygon count:
Field-aligned method
Create a field-aligned quad-dominant mesh (a mesh that contains mainly quadrangles) with control on the polygon count.
This remeshing process is adapted to perform these operations:
- Create a representation that has a low polygon count compared to the initial mesh.
- Bake information that has a high polygon count on this representation.
For optimal baking, Pixyz strives to create triangles that are aligned with the initial geometry.
This illustration shows the example of result with the field-aligned method:
The mesh behind is the initial mesh and has a high polygon count. The resulting mesh has a much lower polygon count.