Pros
Miniumum and maximum depth
The maximum depth gives the upper bound for the octree subdivision.
If mindepth and maxdepth are equal, the octree will be a uniform
voxelspace (a 3D array of cells).
For instance, with both mindepth and maxdepth set to 10, you will
get 2^10 * 2^10 * 2^10 = 2^30 = 1 giga voxels. As each voxel
may lead to 0,1 or 2 polygons, you will potentially end up with
2000 million polygons. This will probably tell you that these depth
values are to be kept low. Usefull ranges are 2-7.
The minumum depth should be lower or equal to maxdepth. Using a lower
value for mindepth will give you a faster polygonization. Also,
larger polygons will remain non-subdivided when possible.
Polygonize
Normals
UV coords
Warning
You have to specify both the minimum depth and the maximum depth.
This is to steer the recursive subdivision of the octree.
If the mimimum depth is set to 2, it means that voxels in the
octree at level 0 and 1 will always be subdivided, regardless of
their contents.
When you press the 'Polygonize' button, you must specify an output
file. This file is in an intermediate format and can be converted
to either VRML or Inventor in the Channels submenu if you wish.
When you have selected the output file, the model will be facetted.
This may take some time, when finished your current model will have
been replaced by its facetted version, stripped from all information
other then geometry. Although when you export your model to VRML/Inventor,
the surface attributes will be preserved.
The toggle button 'Normals' will include or exclude surface normal
information in the facetted model and the optional VRML/Inventor file.
The toggle button 'UV coords' will include or exclude UV coordinate
information in the facetted model and the optional VRML/Inventor file.
When converting mesh-data like Freeforms or polygon data, make sure
the models are closed surfaces, and have the solid tag set. Also
set the option 'flip normals'.
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