SimpleMakerPro XL7, XL8, XL9 Win, Mac, OSX | [home] [deutsch]
| Generally | SimpleMakerPro | Finger | Mr.Pepper | Mr.Pepper Shader |
SimpleMakerPro
17.000 points | 5.000 points | 500 points
|  | With the main module you reduce your polygon objects to a fraction of the original polygon number. Thus you reduce memory consumption and increase at the same time the render speed. Also you can optimize your objects for the employment in game engines.
The SimpleMakerPro is the only tool for Cinema, with which you can reduce objects with textures, UV maps, point and polygon selections and vertex maps.
|  | The example on the left hand shows a texture for the lips. This texture was limited to the polygon selection. The reduction of the skin and of the lips is clearly visible, but at the same time, the border between lips and skin is preserved in its original form. Of course the UVW-tags are also adapted to the new object, as shown in the picture on the right. |  |
The original SimpleMaker was strongly extended. The new SimpleMakerPro is not faster only, but offers also a preview in real time and produces high quality low poly objects. Select simply an polygon object and select from the plugin menu the SimpleMakerPro. If you do not want to reduce the whole object, then you select the desired polygons or points. So that you do not have to understand hundreds of parameters, the user interface was reduced and simplified to the substantial. Several specialists and a manager work internally. Each specialist has different interests. A specialist would like to produce gladly few Polygone, another pays attention to the delimitations. A further inserts to be veto, if the polygons look not beautiful and degenerate. The manager has the large goal before the eyes and finds a compromise. With the method you specify the large direction. With the sliding control for the number of points or the automatic controller for the object error you say to the SimpleMakerPro, how far he is to go into this direction. With the mesh penalty you give the specialists different weight.
Method |
Smooth | The global form of the object has priority before small unevenness. These small details are reduced with priority.
Details | With this method the SimpleMakerPro pays attention also to small details.
Angle | Here the angle with is taken into consideration. Thus edges remain longer. Spacious waves and unevenness are eliminated with priority.
Area | Here the surface of each Polygons with is taken into consideration. So a large Polygon more weight than a small has.
In practice smoothing or details often leads to good results.
Calculate preview | Press this button and in few seconds a special preview are computed. By shifting the automatic controllers you can regard the accordingly reduced object now in real time. Naturally you can the opinion for it, shift and turn.
Calculate child objects | This check box is at present deactivated. In the next update you can reduce whole groups of objects in a slide.
As this sliding control you indicate the desired number of points. If you computed the preview before, you can see equal to result. If the number of points does not appear so important to you, have here the possibility of indicating the object error. This number represents the change of the object. An error of zero means that the outside form does not change. The larger the error is, the more or the object is changed. This number can become very much, very large and depends on the object and on the adjusted mesh error. In this automatic controller a gear shift is inserted. Select simply a wheel and move you to the left or right the mouse. The lower wheel represents thereby the smallest course and the highest largest. That is the range for the micro-adjustment. For each reduction the SimpleMakerPro examines all possible combinations and decides then for those, which causes the smallest error. Now the resulting object error is only one aspect. It is just as important that the object and texture borders remain, or that clean Polygone develop.
Each polygon reduktion consists of individual steps. First the edge is looked for, which produces the smallest object error. Then this is contracted to one point. All mesh penaltys are added to the object error. In this example the polygons are in the plane. If an edge is deleted, then causes this no error. All mesh penaltys null: All edges are directly evaluated. The sequence, in which the edges are deleted, is stochastic. Boundary weight 1000: Only the red edge has an error of zero. Thus this is deleted.
Boundary weight | Penalty for object and texture borders A value of zero means that these delimitations are unimportant. The more highly the value, the more tries the SimpleMakerPro to receive these.
Polygon quality | Penalty for unpleasant polygons Equilateral triangles and squares are ideal. A very thin polygon, up to the line or a degenerated square (corner inward) is unpleasant.
Local validity | Penalty for surface defects
Star build | Penalty, if too many polygons are attached on one point.
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