CSG makes huge polycounts

Here is a simple crowbar:

If you took the sum of the edges per face subtract two, you would get 134 triangles.

If you export the object and load it into a 3D modeling program and have it count the triangles, you get 435 triangles.

On average, that’s 3 triangles per triangle, and that’s really bad.

Here’s a sample of how CSG triangulates faces:

Each face has 8 triangles.

Here’s a sample of how it should triangulate faces:

Each face has two triangles.

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I think they will optimize this eventually once they get all the other bugs with CSG out of the way.

Amen brother http://devforum.roblox.com/t/csg-triangle-manipulation/19786

Look free code to fix this.

http://doc.cgal.org/latest/Surface_mesh_simplification/

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Sorry to say, but that definitely won’t work.

Yeah, you’d be generalizing faces together indiscriminately, there is no way to prioritize the vertices and faces that you want to keep with that code. So the result would have equally bad distributions of triangles, just a lower face/vertex count overall, but that doesn’t help you at all.

(Well it does reduce the counts, but it would also seriously deter the quality of the model.)