Hello
Why the same brep when converted to a mesh its faces count and vertices count changes according the rotation or the position?
meshes.gh (9.9 KB)
Hello
Why the same brep when converted to a mesh its faces count and vertices count changes according the rotation or the position?
meshes.gh (9.9 KB)
F, MTV Count appears steady (in R5). See attached and modify it in order to accept Lists, rnd Trans options … etc etc.
BTW: get the rnd MV/MTV pts in a separate C# if you want to test stability of MV/MTV indexing (use TextDots to visualize the results).
MeshFromBrep_ForAmateurs_V1.gh (118.8 KB)
I test your script but i don’t see any difference.
Anyway if you have just Boxes … use a proper C# (or the available RC Method) to get your stuff (yields always quad/tri Meshes with same V/F Count).
Thanks but the boxes are just an example…
Did “some” tests more (say 50) using various Brep combos: under certain MeshParam values (and some Brep Topologies [notably with non planar Faces]) the V/F Count is stable. No MTV Indexing stability tests are performed, mind.
Anyway … indeed in some other cases … well … V/F Count varies (haven’t encountered that in my first tests using that %%#$ torus].
Clearly a matter of Karma (or tolerance or RC algorithm or whatever).