occurrences (OccurrenceList) : Occurrences of components to tessellate maxSag (Distance) : Maximum distance between the geometry and the tessellation maxLength (Distance) : Maximum length of elements maxAngle (Angle) : Maximum angle between normals of two adjacent elements createNormals (Boolean) [optional] : If true, normals will be generated uvMode (UVGenerationMode) [optional] : Select the texture coordinates generation mode uvChannel (Int) [optional] : The UV channel of the generated texture coordinates (if any) uvPadding (Double) [optional] : The UV padding between UV island in UV coordinate space (between 0-1). This parameter is handled as an heuristic so it might not be respected createTangents (Boolean) [optional] : If true, tangents will be generated createFreeEdges (Boolean) [optional] : If true, free edges will be created for each patch borders keepBRepShape (Boolean) [optional] : If true, BRep shapes will be kept for Back to Brep or Retessellate overrideExistingTessellation (Boolean) [optional] : If true, already tessellated parts will be re-tessellated
Documentation
The tessellation step is the entry point to the
polygonal representation which permits to display the model when
coming from a CAD file.
This step is very important for the final quality of
the model.
Here are some examples and advices on the use of
tessellation parameters:
Reduce the « max Sag »
value make the mesh less rough and more realistic.
Adjust the « max Angle »
parameter keep enough polygons in high curvature areas whose radius
is lower than the « max Sag » value :
fillets and chamfers for example.
In the above example, the « max Angle »
parameter has improved fillets precision by adding a row of elements
without increasing polygons number of the yellow piece contour.
For a rendering usage, we don’t advice to use
the « max Lengh » parameter. This
parameter inscreases the polygons count without improving the visual
aspect.