usdgeom-mesh-vertex-count#

Code

VG.021

Validator

Compatibility

core usd

Tags

🚀

Summary#

Use appropriate vertex count for geometry

Description#

Meshes should use appropriate vertex counts for their visual requirements. The vertex count should balance visual fidelity with performance and memory usage. This is a quick check for high density meshes.

For a more thorough but slower check, use the Mesh Tessellation Density validator, which considers shape rather than just total vertex count when assessing excessive mesh density.

Why is it required?#

  • High memory usage

  • Slower rendering performance

  • Increased file size

Examples#

# Not recommended: High vertex count
def Mesh "OverlyFacedPlane" {
    int[] faceVertexCounts = [4, 4, 4, 4, 4, ...]  # many quads
    int[] faceVertexIndices = [...]  # Many vertices
    point3f[] points = [...]
}

# Recommended: Reduced vertex count
def Mesh "OptimizedPlane" {
    int[] faceVertexCounts = [4,4,4,4]  # Fewer quads
    int[] faceVertexIndices = [...]
    point3f[] points = [...]
}

How to comply#

  • Re-tessellate with adjusted vertex count settings

  • Use decimation tools to reduce vertex count

  • Convert to USD with optimized tessellation parameters

  • Scene Optimizer - Decimate Mesh

  • Scene Optimizer - Remesh Meshes

For More Information#