I have a mesh with varying sizes and shapes of polygons, some very ‘long’.
I want to distort the geometry using a vertex shader but for the result to look smooth I need to subdivide the mesh. If I do a standard subdivide action in something like blender, by the time the large polygons are small enough, the polygons that were already small are too small:)
I think there exist some retopo tools that will even out the size and shape of polygons in a mesh.
Maybe retopo isn’t exactly what I’m after. I just tried using Blender’s remesh function which does a great job of rebuilding the mesh using similar sized polygons, but it inherently smooths the mesh. The mesh I’m using is a very angular building so that doesn’t work for me.
I guess I need something that will add edge loops on the longest edges, subdividing the largest edges/faces first
For paid programs, the zremesher tool in zbrush is just pure voodoo- never seen anything else come close. If you are looking for free I’m not so sure, possibly meshlab might have something though, it has a crazy amount of features hidden away.
Well it is by definition changing the topology, but if I understand what you are asking then yes, it does a great job of keeping the shape. Be happy to try it on your mesh for you if you want.