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.
- 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)
- 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.