anicg Posted June 1, 2021 Share Posted June 1, 2021 There shouldn't be n-gons in your geometry, why? Large flat surfaces (100% flat) can either be an n-gon, or hundreds of polygons. In a scene, if multiplied by the number of surfaces, by the number of models it saves on polygon count to have n-gons. What's the problem with n-gons? Quote Link to comment Share on other sites More sharing options...
Noobini Posted June 1, 2021 Share Posted June 1, 2021 think static models are fine but for animated characters, quads are best and n-gons not good (texture warping maybe?) if you have an N-gon bending...the normals of the pseudo tri/quad in that N-gon might go screwy Quote Link to comment Share on other sites More sharing options...
bobc4d Posted June 1, 2021 Share Posted June 1, 2021 nothing on flat geometry. but with curved surfaces it can show up with ugly ridges plus your UVs could look aweful Quote Link to comment Share on other sites More sharing options...
Fenolis Posted June 3, 2021 Share Posted June 3, 2021 Simply put, n-gons and tris disrupt edge flow and can be a hassle to work with if you are applying subdivisions. Tris are somewhat forgiven because they resolve triangulation ambiguity (which sometimes causes normals-related issues with non-planar quads), but n-gons usually subdivide into a weird quad-pole due to the nature of the algorithm. There are methods to resolving such issues, such as adding supporting edge loops via insetting or bevels, but it's entirely within the realm of feasibility to not introduce problems in the first place. 4 Quote Link to comment Share on other sites More sharing options...
flcc Posted June 3, 2021 Share Posted June 3, 2021 Don't confuse primitives and polys. You can see n-gons as n-side polys with hidden edges. But in the end (GPU or renderer), the number of poly or tris will be the same. The real interest of n-gons is visual comfort. Quote Link to comment Share on other sites More sharing options...
Fenolis Posted June 17, 2021 Share Posted June 17, 2021 Here is a description of how ngons can be used and why they usually aren't. Quote Link to comment Share on other sites More sharing options...
acey195 Posted July 22, 2021 Share Posted July 22, 2021 Generally speaking completely flat N-gons are fine (as long as you keep them in houdini for logic manipulation :P) if they get very concave they might get rendering issues though as it will do internal triangulation for the rendering, that in some rare cases will create self-intersecting geometry (only on the render side) So for render performance keeping your geometry as n-gons does not really help.. HOwever, in terms of RAM in your Houdini session it can save a lot of data. Quote Link to comment Share on other sites More sharing options...
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