I'm using Blender 2.9.
I created a wedge, I sliced a box diagonally.
I turned on the statistic, I see:
- 1 object
- 6 vertices
- 8 edges
- 4 faces 8 triangles
But why there are 8 triangles, can someone explain?
I'm using Blender 2.9.
I created a wedge, I sliced a box diagonally.
I turned on the statistic, I see:
But why there are 8 triangles, can someone explain?
All render engines use triangles.
In blender, each face with 4 vertices is in reality two triangles.
Each of the rectangular faces in the shape you show are comprised of two triangles (see the green lines in the example)
Faces are tessellated into triangles.
Due to sense of deja vu re comment on question and since removed answer thought I'd add an answer
All faces are tessellated into triangles on render. The statistics gives us this conversion count using formula outlined here
Finding Vertices, Edges, Faces, and Tris using Python
A face made up of n verts will be split into (n - 2) triangles. Eg for a a triangular prism (eg a 3 vert cylinder) has (6verts 5 faces 9 edges) with 3 quad faces, and two triangles $$(3 \times(4 - 2)) + (2 \times (3 - 2)) = 8$$ triangles
Re question image.
One way to achieve the counts in question image
is to dissolve the edge between quads effectively making an ugly duck 6 vert ngon
>>> for f in C.object.data.polygons:
... len(f.vertices)
...
6
3
3
4
which once again
$$4 + 1 + 1 + 2 = 8$$
Any 3D software under the hood actually only 'understands' faces with 3 sides (tris). This is because for any 3 distinct points in space there will always be a single plane that contains all 3 points, so a tri is always planar. The same cannot be said about 4 points in space, as the fourth point might be offset away from the plane. So every quad is actually made up of two tris "under the hood", even if the edge that splits the quad into two tris is not displayed to the user. The same is true for n-gons, they are always broken up into tris even if you can't see them.
So in the stats the tri count includes the tris that make up the quads, each quad is 2 tris.
That's why n-gons are considered bad topology, especially for meshes that will be deformed by an armature: you don't know how the software will split the n-gon into tris and so you don't have as much control over how exactly it will deform, and different softwares might triangulate differently from each other, so if you have to import the mesh to a different software things might not look the same.