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Does more vertices mean better deformation?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by ThreeDTech21, Oct 3, 2015.

  1. ThreeDTech21

    ThreeDTech21
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    1,616
    Does a mesh with many vertices deform better than a mesh with few vertices? for example the pictures below:

    this mesh has no 8 vertices
    mesh little.PNG

    This mesh has 6,146 vertices
    mesh many.PNG

    will they deform the same when given equal nodes amounts in game?
     
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  2. tdev

    tdev
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    Developer
    BeamNG Team

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    A more detailed jbeam skeleton means better deformation. The mesh should be at least 3 times the complexity of the jbeam or alike
     
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  3. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    I've made a quick example

    fzwYhtD.jpg

    Both planes are deformed using 2 identical boxes like this (Which will act like our JBeam)
    FQbOuzM.jpg

    The first plane is a simple one. 4 Vertices only.
    The second plane is subdivided 4 times.
    jUl1PbG.jpg

    In the case the mesh has lower poly than the JBeam, the deformed mesh will miss details.
    In the case the mesh and the Jbeam have a similar density (or slightly higher), the deformation would look ok.
    In the case the mesh is incredibily highpoly, the deformation will start to look funky.

    Official cars usually have a poly count of around 60k tris IIRC, which does good with their Jbeam.
    If you went on Youtube and saw some videos with those mods like 'Pagani, Lamborgini, etc', they sometimes use models that are much more highpoly, those tends to create 'spikes' when crashing.
    mvUMVbV.jpg

    So, as suggested above, having a ratio of 1:3 will work fine in most cases.
     
    • Agree Agree x 1
  4. ThreeDTech21

    ThreeDTech21
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    Thanks! I was wondering if super high poly was good but looks like its not. This will help me to find problems in my deformations
     
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  5. Aboroath

    Aboroath
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    Great question and one I've pondered since the early days. A single super beamed car with totally real world
    deformation down to the small dent level. Devs coming through like bosses to help explain.:D
     
  6. Stian Aarskaug

    Stian Aarskaug
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    But how can you make a high poly, high detailed car deform as it should? Bump up the JBeam as well?
     
  7. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Yes, and then move before NASA comes to get their computer back.
     
  8. Stian Aarskaug

    Stian Aarskaug
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    NASA oughta learn to share. :rolleyes:
     
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