polyReduce is undoable, queryable, and editable.
Simplify a polygonal object by reducing geometry while preserving the
overall shape of the mesh.
In query mode, return type is based on queried flag.
Long name (short name) |
Argument types |
Properties |
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cachingReduce(cr)
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boolean
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Cache intermediate reductions for speed at the expense of memory.
It is recommended that caching be enabled when using the new
algorithm. (-version 1) However, caching is not recommended
when using then old algorithm because it can cause stability
issues.
C: Default is false.
Q: When queried, this flag returns a boolean.
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colorWeights(cwt)
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float
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This flag only applies when using the old algorithm and
is provided for backwards compatibility.
How much consideration vertex color is given in the reduction
algorithm. A higher weight means the reduction will try
harder to preserve vertex coloring.
C: Default is 0.
Q: When queried, this flag returns a float.
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compactness(com)
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float
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This flag only applies when using the old algorithm and
is provided for backwards compatibility.
Tolerance for compactness for the generated triangles
A value of 0 will accept all triangles during decimation
A value close to 0 will attempt to eliminate triangles
that have collinear edges (zero area triangles)
A value closer to 1 will attempt to eliminate triangles
that are not strictly equilateral (of equal lengths)
The closer to 1.0, the more expensive the computation
Q: When queried, this flag returns a float.
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geomWeights(gwt)
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float
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This flag only applies when using the old algorithm and
is provided for backwards compatibility.
How much consideration vertex positions are given in the
reduction algorithm. A higher weight means the reduction
will try harder to preserve geometry.
C: Default is 1.
Q: When queried, this flag returns a float.
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invertVertexWeights(iwt)
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boolean
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This flag controls how weight map values are interpreted.
If true, a vertex weight of 1.0 means a vertex is unlikely to be reduced.
If false, a vertex weight of 0.0 means a vertex is unlikely to be reduced.
This flag only applies when using the new algorithm. (-version 1)
C: Default is true.
Q: When queried, this flag returns a boolean.
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keepBorder(kb)
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boolean
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If true, reduction will try to retain geometric borders and
the border of the selection.
C: Default is true.
Q: When queried, this flag returns a boolean.
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keepBorderWeight(kbw)
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float
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If keepBorder is on, this flag specifies the weight to assign
to borders. Setting this value to 0 will disable border preservation
and a value of 1 will exactly preserve all border vertices which is
useful for matching adjacent meshes. This flag only applies
when using the new algorithm. (-version 1)
C: Default is 0.5.
Q: When queried, this flag returns a float.
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keepColorBorder(kcb)
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boolean
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If true, reduction will try to retain color borders. These are
determined according to color Ids. This flag only applies
when using the new algorithm. (-version 1)
C: Default is true.
Q: When queried, this flag returns a boolean.
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keepColorBorderWeight(kcw)
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float
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If keepColorBorder is on, this flag specifies the weight to
assign to color borders. Setting this value to 0 will disable
color border preservation and a value of 1 will exactly preserve
all color borders. This flag only applies when using the new
algorithm. (-version 1)
C: Default is 0.5.
Q: When queried, this flag returns a float.
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keepCreaseEdge(kce)
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boolean
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If true, reduction will try to retain crease edges.
C: Default is true. This flag only applies
when using the new algorithm. (-version 1)
C: Default is true.
Q: When queried, this flag returns a boolean.
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keepCreaseEdgeWeight(cew)
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float
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If keepCreaseEdge is on, this flag specifies the weight to assign
to crease edges. Setting this value to 0 will disable crease
edge preservation and a value of 1 will exactly preserve all crease edges.
This flag only applies when using the new algorithm. (-version 1)
C: Default is 0.5.
Q: When queried, this flag returns a float.
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keepFaceGroupBorder(kfb)
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boolean
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If true, reduction will try to retain borders of face groups,
which are mostly used to define material assignments. This
flag only applies when using the new algorithm. (-version 1)
C: Default is true.
Q: When queried, this flag returns a boolean.
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keepFaceGroupBorderWeight(kfw)
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float
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If keepFaceGroupBorder is on, this flag specifies the weight to
assign to material borders. Setting this value to 0 will disable
group border preservation and a value of 1 will exactly preserve all
group borders. This flag only applies when using the new
algorithm. (-version 1)
C: Default is 0.5.
Q: When queried, this flag returns a float.
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keepHardEdge(khe)
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boolean
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If true, reduction will try to retain hard edges.
C: Default is true.
Q: When queried, this flag returns a boolean.
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keepHardEdgeWeight(khw)
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float
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If keepHardEdge is on, this flag specifies the weight to assign
to hard edges. Setting this value to 0 will disable hard
edge preservation and a value of 1 will exactly preserve all hard edges.
This flag only applies when using the new algorithm. (-version 1)
C: Default is 0.5.
Q: When queried, this flag returns a float.
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keepMapBorder(kmb)
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boolean
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If true, reduction will try to retain UV borders. A UV border
is present if the faces on either side of the edge do not share
UV Ids.
C: Default is true.
Q: When queried, this flag returns a boolean.
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keepMapBorderWeight(kmw)
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float
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If keepMapBorder is on, this flag specifies the weight to assign
to UV map borders. Setting this value to 0 will disable UV map
border preservation and a value of 1 will exactly preserve all UV borders.
This flag only applies when using the new algorithm. (-version 1)
C: Default is 0.5.
Q: When queried, this flag returns a float.
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keepOriginalVertices(kev)
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boolean
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This flag only applies when using the old algorithm and
is provided for backwards compatibility.
If true, vertices will try to retain their original positions
and will not be repositioned for optimal shape.
NOTE: In the newer algorithm vertices always retain
their exact original positions. (though the Ids will change)
C: Default is false.
Q: When queried, this flag returns a boolean.
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keepQuadsWeight(kqw)
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float
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This flag controls how much consideration is given to
oreserving quad faces during reduction. A higher
weight means the reduction will try harder to keep quad
faces and avoid creation of triangles. If the version
flag is set to 1 (-version 1) and the keepQuadsWeight
flag is set to 1.0 then a special quad reduction algorithm
is used that does a better job of preserving quads.
Howver, this special quad reduction algorithm does
not support symmetry so those flags will be ignored
when the keepQuadsWeight flag is set to 1.0.
C: Default is 0.
Q: When queried, this flag returns a float.
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percentage(p)
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float
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This flag specifies how many vertices to remove during reduction as a
percentage of the original mesh. This flag only applies if the termination
flag is set to 0 or when using the old algorithm.
C: Default is 0. 100 will remove every possible vertex, 0 will remove none.
Q: When queried, this flag returns a float.
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preserveLocation(pl)
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boolean
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This flag guarantees that if the original geometry is preserved, the new
geometry will have the same location.
C: Default is false.
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preserveTopology(top)
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boolean
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this flag guarantees that the topological type will be preserved during
reduction. In particular, if the input is manifold then the output will be
manifold. This option also prevents holes in the mesh from being closed off.
This flag only applies when using the new algorithm. (-version 1)
C: Default is true.
Q: When queried, this flag returns a boolean.
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replaceOriginal(rpo)
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boolean
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Create "in place" (i.e., replace) (not available in all commands). NOTE:
This flag is intended for use by the "Reduce" menu item. If
'polyReduce -rpo 0' is executed from the command line, Shader information will
not be copied from the original mesh to the result.
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sharpness(shp)
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float
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Sharpness controls the balance between preserving small, sharp
details versus larger shapes. At low values, details that are
small relative to the general shape of the object are more
likely to be collapsed. At high values, they are more likely
to be kept. This flag only applies when using the new
algorithm. (-version 1)
C: Default is 0.
Q: When queried, this flag returns a float.
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symmetryPlaneW(sw)
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float
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W value of the symmetry plane. This flag only applies
when using the new algorithm (-version 1) and the
useVirtualSymmetry flag is set to 2.
C: Default is 0.
Q: When queried, this flag returns a float.
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symmetryPlaneX(sx)
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float
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X value of the symmetry plane. This flag only applies
when using the new algorithm (-version 1) and the
useVirtualSymmetry flag is set to 2.
C: Default is 0.
Q: When queried, this flag returns a float.
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symmetryPlaneY(sy)
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float
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Y value of the symmetry plane. This flag only applies
when using the new algorithm (-version 1) and the
useVirtualSymmetry flag is set to 2.
C: Default is 0.
Q: When queried, this flag returns a float.
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symmetryPlaneZ(sz)
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float
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Z value of the symmetry plane. This flag only applies
when using the new algorithm (-version 1) and the
useVirtualSymmetry flag is set to 2.
C: Default is 0.
Q: When queried, this flag returns a float.
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symmetryTolerance(stl)
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float
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Tolerance to use when applying symmetry.
For each vertex of the mesh, we find its exact symmetric point,
then we look for the closest vertex to the exact symmetry up to
the tolerance distance. Higher values risk finding more
spurious symmetries, lower values might miss symmetries.
The value is distance in object space. This flag only applies
when using the new algorithm (-version 1) and the
useVirtualSymmetry flag is not set to 0.
C: Default is 0.
Q: When queried, this flag returns a float.
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termination(trm)
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int
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This flag specifies the termination condition to use
when reducing the mesh. This flag only applies to the
new algorithm. (-version 1)
0 Percentage
1 Vertex count
2 Triangle count
C: Default is 0.
Q: When queried, this flag returns an integer.
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triangleCount(tct)
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int
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This flag specifies a target number of triangles to retain after reduction.
Note that other factors such as quad and feature preservation
may take precendence and cause the actual number of triangles to be different.
This flag only applies when using the new algorithm (-version 1)
and the termination flag is set to 2.
C: Default is 0.
Q: When queried, this flag returns an integer.
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triangulate(t)
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boolean
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This flag only applies when using the old algorithm and
is provided for backwards compatibility.
This attribute specifies if the geometry
or the selected faces has to be triangulated,
before performing reduction.
C: Default is true.
Q: When queried, this flag returns a boolean.
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useVirtualSymmetry(uvs)
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int
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This flag controls whether symmetry is preserved during the
reduction. This flag only applies when using the new
algorithm (-version 1) and the keepQuadsWeight flag is less
than 1.0.
0 No symmetry preservation
1 Automatic. Try to find suitable symmetry during reduction.
2 Plane. Specify a symmetry plane to use during reduction.
C: Default is 0.
Q: When queried, this flag returns an integer.
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uvWeights(uwt)
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float
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This flag only applies when using the old algorithm and
is provided for backwards compatibility.
How much consideration uv positions are given in the
reduction algorithm. A higher weight means the
reduction will try harder to preserve uv positions.
C: Default is 0.
Q: When queried, this flag returns a float.
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version(ver)
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int
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Version of the poly reduce algorithm to use.
0 Old algorithm used in Maya 2013 and prior for backwards compatibility
1 New algorithm derived from Softimage and used in Maya 2014 and later
The default is 0 for backwards compatibility but for best results
it is recommended that the new algorithm is used as it is better at
preserving mesh details. Some flags only apply to a specific algorithm
and this is documented for each flag.
C: Default is 0 for backwards compatibility.
Q: When queried, this flag returns an integer.
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vertexCount(vct)
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int
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This flag specifies a target number of vertices to retain after reduction.
Note that other factors such as quad and feature preservation
may take precendence and cause the actual number of vertices to be different.
This flag only applies when using the new algorithm (-version 1)
and the termination flag is set to 1.
C: Default is 0.
Q: When queried, this flag returns an integer.
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vertexMapName(vmp)
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string
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Name of a color set to be added to the output mesh that stores
a mapping from vertices in the output mesh to vertices in the
input mesh. The color set is RGB. The original vertex Id that
maps to an output vertex is of a vertex is 65536*r + g where r
and g are the red and green channel at a vertex. The blue
channel is always zero. Each vertex in the output mesh has a
shared color. This flag only applies when using the new
algorithm. (-version 1)
Q: When queried, this flag returns a string.
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vertexWeightCoefficient(vwc)
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float
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This flag specifies a constant value to multiply to each weight map value.
A value of zero turns off the weight map. This flag only applies
when using the new algorithm. (-version 1)
C: Default is 1.
Q: When queried, this flag returns a float.
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weightCoefficient(wc)
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float
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This flag only applies when using the old algorithm and
is provided for backwards compatibility.
The weight of each vertex is multiplied with this coefficient
when the reduction is performed. This value does not have
to be edited, normally. It gives finer control over the
weighted reduction. This attribute is replaced by
vertexWeightCoefficient in the new algorithm when the version
flag is set to 1.
C: Default is 10000.
Q: When queried, this flag returns a float.
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Common flags |
caching(cch)
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boolean
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Toggle caching for all attributes so that no recomputation is needed.
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constructionHistory(ch)
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boolean
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Turn the construction history on or off (where applicable). If
construction history is on then the corresponding node will be
inserted into the history chain for the mesh. If construction history
is off then the operation will be performed directly on the object.
Note: If the object already has construction history then
this flag is ignored and the node will always be inserted into
the history chain.
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name(n)
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string
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Give a name to the resulting node.
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nodeState(nds)
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int
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Defines how to evaluate the node.
- 0: Normal
- 1: PassThrough
- 2: Blocking
- 3: Internally disabled. Will return to Normal state when enabled
- 4: Internally disabled. Will return to PassThrough state when enabled
- 5: Internally disabled. Will return to Blocking state when enabled
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