# Is poly tessellation random?

**URL:** https://forum.highend3d.com/t/is-poly-tessellation-random/3861
**Category:** Maya
**Tags:** mel
**Created:** [March 21, 2005, 8:46pm UTC](https://forum.highend3d.com/t/is-poly-tessellation-random/3861 "2005-03-21T20:46:47Z")
**Posts on this page:** 6
**Page:** 1

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### Author: ![nr-puckett](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/n/2bfe46/32.png) [@nr-puckett](https://forum.highend3d.com/u/nr-puckett)
#### Post date: [March 21, 2005, 8:46pm UTC](https://forum.highend3d.com/t/is-poly-tessellation-random/3861/1 "2005-03-21T20:46:47Z")

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having a problem with a script after converting from nurbs to polys. I can't figure out the logic behind how it numbers the vertices. I tried the conversion with "control points" as the means of matching which keeps the verts in a logical order but expands the surface so it doesn't even fit the original..If anyone has a clue how to decode it,, i would appreciate the help

Nick

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### Author: ![joojaa](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/j/5daacb/32.png) [@joojaa](https://forum.highend3d.com/u/joojaa)
#### Post date: [March 22, 2005, 8:39am UTC](https://forum.highend3d.com/t/is-poly-tessellation-random/3861/2 "2005-03-22T08:39:34Z")

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hmm yes ive tought about this in the past, if i remeber correctly it numbers them in some clockwise order viewed from the local normal up on the pach so that individual corners come first and subdividisions next sub subdivisions next etc?

Why do you need this? there might be a aeasier way! (because when i finaly deciphered it i noticed i dint need this data for anything)

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### Author: ![nr-puckett](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/n/2bfe46/32.png) [@nr-puckett](https://forum.highend3d.com/u/nr-puckett)
#### Post date: [March 22, 2005, 1:53pm UTC](https://forum.highend3d.com/t/is-poly-tessellation-random/3861/3 "2005-03-22T13:53:21Z")

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working on a bit of a hack to quickly create hexagonal faces on a polyPlane. when the vertices are numbered regularly,,very easy to do. The real application is a bit more straightforward. Basically, I'm looking for a way to tile a fairly complex nurbs surface with flat panels for a building design we are working on.(basically for cost reasons) quads,triangles don't make the cut aesthetically so we're having a look at hexagonal tiles. I tried starting from a polySheet and using the fitMorph script,, but it doesn't quite match up. any ideas would be appreciated

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### Author: ![failure](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/f/f08c70/32.png) [@failure](https://forum.highend3d.com/u/failure)
#### Post date: [March 22, 2005, 4:16pm UTC](https://forum.highend3d.com/t/is-poly-tessellation-random/3861/4 "2005-03-22T16:16:05Z")

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regular or arbitrary hexagons?

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### Author: ![nr-puckett](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/n/2bfe46/32.png) [@nr-puckett](https://forum.highend3d.com/u/nr-puckett)
#### Post date: [March 22, 2005, 7:39pm UTC](https://forum.highend3d.com/t/is-poly-tessellation-random/3861/5 "2005-03-22T19:39:56Z")

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in the end,, hex size will be in terms of curvature since they need to be flat.

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### Author: ![nr-puckett](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/n/2bfe46/32.png) [@nr-puckett](https://forum.highend3d.com/u/nr-puckett)
#### Post date: [March 23, 2005, 7:51pm UTC](https://forum.highend3d.com/t/is-poly-tessellation-random/3861/6 "2005-03-23T19:51:47Z")

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it's not so elegant yet, but i managed to get it. I need to clean it up , but i will post the script if anyone is interested.
