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