usdgeom-mesh-tessellation-density#
Code |
VG.013 |
---|---|
Validator |
|
Compatibility |
core usd |
Tags |
🚀 |
Summary#
Use appropriate tessellation density for geometry
Description#
Meshes should use appropriate tessellation density for their visual requirements. The tessellation density should balance visual fidelity with performance and memory usage.
For a faster but less thorough check, use the Mesh Vertex Count validator, which considers only vertex count rather than the overall shape when assessing excessive mesh density.
Why is it required?#
High memory usage
Slower rendering performance
Increased file size
Examples#
# Not recommended: Excessive tessellation for a simple shape
def Mesh "OverTessellatedPlane" {
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4, 4, 4, 4, 4] # 10 quads for flat surface
int[] faceVertexIndices = [...] # Many vertices for a simple shape
point3f[] points = [...]
}
# Recommended: Efficient tessellation
def Mesh "OptimizedPlane" {
int[] faceVertexCounts = [4] # Single quad for flat surface
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(0,0,0), (1,0,0), (1,1,0), (0,1,0)]
}
How to comply#
Re-tessellate with adjusted maximum mean error settings
Use decimation tools to reduce polygon count with maximum mean error setting
Convert to USD with optimized tessellation parameters
Scene Optimizer - Decimate Mesh
Scene Optimizer - Remesh Meshes