Hi guys,
I would like to make a pitch for quad poly simplification. Coming from feature film animation and vfx, I usually try to keep my 3D assets to be rendered as light as possible and to subdivide and displace them at render time in order to get all the original detail back. But to be able to cleanly subdivide and displace, it is highly recommended to do so with a clean quad only mesh. Reality Captures geometry is always triangulated, which is not very good for that. So with this feature missing, I typically have to export a mesh out of RC, do some sort of auto quad re-topology in other software like Zbrush, instant Meshes or similar, then bring it back into RC for texture re-projection. It would be sooooo nice not to have to round trip like that. I believe that nowadays there are enough quad auto re-topo papers and algorithms out there, that it should certainly be possible to implement something like that into Reality Capture. That feature alone would make a lot of peoples workflows just so much more streamlined and easy. I really hope it gets some consideration in the future.
cheers
Guillaume