| .. _bpy.types.DecimateModifier: | |
| ***************** | |
| Decimate Modifier | |
| ***************** | |
| The *Decimate* modifier allows you to reduce the vertex/face count of a mesh with minimal shape changes. | |
| This is not usually used on meshes which have been created by modeling carefully and economically | |
| (where all vertices and faces are necessary to correctly define the shape). | |
| But if the mesh is the result of complex modeling, | |
| sculpting and/or applied :doc:`Subdivision Surface </modeling/modifiers/generate/subdivision_surface>`/ | |
| :doc:`Multiresolution </modeling/modifiers/generate/multiresolution>` modifiers, | |
| the *Decimate* one can be used to reduce the polygon count for a performance increase, | |
| or simply remove unnecessary vertices and edges. | |
| Unlike the majority of existing modifiers, this one does not allow | |
| you to visualize your changes in Edit Mode. | |
| Options | |
| ======= | |
| Decimate Type | |
| ------------- | |
| Collapse | |
| ^^^^^^^^ | |
| .. figure:: /images/modeling_modifiers_generate_decimate_panel-collapse.png | |
| :align: right | |
| The Decimate modifier in Collapse mode. | |
| Merges vertices together progressively, taking the shape of the mesh into account. | |
| Ratio | |
| The ratio of faces to keep after decimation. | |
| - On 1.0: the mesh is unchanged. | |
| - On 0.5: edges have been collapsed such that half the number of faces remain (see note below). | |
| - On 0.0: all faces have been removed. | |
| .. note:: | |
| Although the *Ratio* is directly proportional to the number of remaining faces, | |
| triangles are used when calculating the ratio. | |
| This means that if your mesh contains quads or other polygons, | |
| the number of remaining faces will be larger than expected, | |
| because those will remain unchanged if their edges are not collapsed. | |
| This is only true if the *Triangulate* option is disabled. | |
| Vertex Group | |
| A vertex group that controls what parts of the mesh are decimated. | |
| Factor | |
| The amount of influence the *Vertex Group* has on the decimation. | |
| Triangulate | |
| Keeps any resulting triangulated geometry from the decimation process. | |
| Symmetry | |
| Maintains symmetry on a single axis. | |
| Un-Subdivide | |
| ^^^^^^^^^^^^ | |
| .. figure:: /images/modeling_modifiers_generate_decimate_panel-un-subdivide.png | |
| :align: right | |
| The Decimate modifier in Un-Subdivide mode. | |
| It can be thought of as the reverse of subdivide. | |
| It attempts to remove edges that were the result of a subdivide operation. | |
| It is intended for meshes with a mainly grid-based topology (without giving uneven geometry). | |
| If additional editing has been done after the subdivide operation, the results may be unexpected. | |
| Iterations | |
| The number of times to perform the un-subdivide operation. | |
| Two iterations is the same as one subdivide operation, so you will usually want to use even numbers. | |
| Planar | |
| ^^^^^^ | |
| .. figure:: /images/modeling_modifiers_generate_decimate_panel-planar.png | |
| :align: right | |
| The Decimate modifier in Planar mode. | |
| It reduces details on forms comprised of mainly flat surfaces. | |
| Angle Limit | |
| Dissolve geometry which form angles (between surfaces) higher than this setting. | |
| All Boundaries | |
| When enabled, all vertices along the boundaries of faces are dissolved. | |
| This can give nicer results when using a high *Angle Limit*. | |
| Delimit | |
| Prevent dissolving geometry in certain places. | |
| Normal | |
| Does not dissolve edges on the borders of areas where the face normals are reversed. | |
| Material | |
| Does not dissolve edges on the borders of where different materials are assigned. | |
| Seam | |
| Does not dissolve edges marked as seams. | |
| Further Options | |
| --------------- | |
| Face Count | |
| This label shows the number of remaining faces as a result of applying the *Decimate* modifier. | |