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Does Unreal engine use quads or Tris?
The engine does indeed perorm a triangulation on quads (and n-gons for that matter), but you have no control over how the engine decides to do that. Every quad can be split two ways. And the triangles themselves can be constructed many ways with the same vertices…
How many triangles are in a scene?
Every modern GPU and console can now handle millions of triangles with ease. You can have a scene up to 10 million triangles that runs great at 60fps or a scene with only one tenth of that amount that barely runs at 30fps.
Is it possible to turn a triangle into a quad?
This means you can select the entire mesh and convert triangles that already form square shapes – to be converted into quads, without having to concern yourself with individual faces. Alternatively you can force this operation selecting a pairs of faces (see hint below for other ways of joining).
What’s the threshold for blending triangles to quads?
This value, between (0 to 180), controls the threshold for this tool to work on adjacent triangles. With a threshold of 0.0, it will only join adjacent triangles that form a perfect rectangle (i.e. right-angled triangles sharing their hypotenuses).
Is there a way to prevent the Union of triangles?
When enabled, it will prevent the union of triangles that are not also adjacent in the active UV map. When enabled, it will prevent the union of triangles that have no matching vertex color. When enabled, it will prevent the union of triangles that share an edge marked as sharp.
Can a blender prevent the Union of triangles?
When enabled, it will prevent the union of triangles that have no matching vertex color. When enabled, it will prevent the union of triangles that share an edge marked as sharp. When enabled, it will prevent the union of triangles that do not have the same material assigned.