Color Mesh Faces (No Bleeding) - Best Practice?

It does indeed (as per my original post), but is still quite heavy/slow on large meshes, due to the normal checking that is going under the hood I assume (which isn’t needed as we know we want to unweld everything in this case). So my point is that if one gives the method an angle tolerance of zero (or nothing), the method should skip the normal checking, which should severely speed things up (again, I assume).

That is the other method I’ve been going with in the posts above, where the last one is a bit faster, but still these large loops are inherently costly (especially in Python), and again, it feels a bit like a dodgy workaround (to something unweld should be capable of doing faster).

Thanks again.

Edit: Also, being able set all face colors in one go (ala MeshVertexColorList.SetColors) would be great, in case you guys will be fiddling with any of this.

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