I have a mesh that I need to export as 3ds, and thus have to keep it under the max polygon count limit (65536 (64k)) for 3ds for it to stay together as one part.
I then looked at the mesh properties it tells me that it has 51915 polygons, so all was fine…
So I exported and imported and to my surprice it came back in as two parts, so I selected the original mesh and typed ReduceMesh, but that showed a different meshcount:
Now what is causing that???
The mesh was generated in Rhino from a joined pipe structure, and the mesh is smooth and clean.
You can test this by simply making a curve, pipe it, mesh the pipe and check.
could it be the difference between quad count and triangulated quad count ? I´ve found that _PolygonCount also outputs triangulated count once used with a quad only mesh.
Hi Jorgen- I did… make a mesh box, 10 by 10 by 10 and ReduceMesh from 1200 to 600 polys- then PolygonCount:
Command: PolygonCount
There are 186 quadrilateral polygons and 228 triangular polygons in this selection
There would be 600 total triangular polygons in this selection after forced triangulation
What says:
Valid mesh.
Closed polygon mesh: 387 vertices, 414 polygons with normals
bounding box: (9.543,-2.829,0.000) to (21.824,14.293,12.248)
Does that correspond with what you’re seeing? My build is later than yours- I have no idea if there has been any change in this area…