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Best Practices

Prepare your mesh

Like any other rendering algorithm, the performance of StrokeGen depends on the quality of your mesh.
To ensure the best performance, it is suggested to:

Cleanup messy topology

At least, fix all non-manifold geometry (1) and keep a meaningful poly-density for your quads/triangles.

It would be better if the mesh has been carefully modeled or re-topologized.
For 3D modeling people, you know what I mean - quad flows, vertex valency, density of quads, etc.

  1. Non-manifold geo mainly appears in scanned or brutally simplified meshes. In Blender, enter edit mode, "select > select All by trait > Non Manifold" to view them,
Triangulate your mesh(s)

For example, a triangulation modifier is required for a quad mesh / after a subdivision modifier.

Avoid thin shells

For example, an old outline trick is to apply a solidify modifier and slightly extrude the surface into a shell of two layers. This causes StrokeGen to render lines for both layers, resulting in unpleasant results.

Performance Tips

In the beta version, StrokeGen follows a conservative strategy:
Each StrokeGen-enabled object should under two million triangles.(1)

  1. This will change as the development continues.

Notes from the developer

StrokeGen consists of intricate and complex GPU code, making it much harder to maintain than normal code.

I only have limited time & energy for it - I developed it alone during my free time, and I need to work to feed myself 🥲 .

Considering the variety of users' GPUs, I decide to keep a conservative design. If you think this tool has potential, please provide your feedback on Discord, so that I can gradually improve it & optimize it.