pildanovak wrote:Hi, your proposal is nice, but I don't agree with your critics of the new subdivide code - I think what counts, is that no not tneeded vertices are created. In fact, a quad will always be 2 tris. old code - 3 quads = 6 tris, new code 2 tris, 1 quad = 4 tris.
Mathematics have never been my strong side. All I care about is good modeling workflow. Problem is that the new code produces not only more tris, but also non-wanted
edges, in places that
destroy faceloop flow, especially for organic modeling. Have a look at my headmodeling tutorial for a good example of where this would be catastrophic, and I'm not the only one modeling this way. With the old behavior, I cut and then just tweak the vertices like I want them. With the new behavior, I will have to reorganize the edges, which is tedious and shouldn't be necessary.
Like I said, most of the new subdivide code is great, but in this area (knife), the old behavior is preferred. But whatever, prepare for more complaints, once there's an official release. I still say that a 'keep quads' option is needed, until we get n-gons.
Edit: I'm not the first one complaining either. I don't know who first showed this example, and I couldn't find the post anymore, but it was something like this:

New- 8 tris, 4 quads. Old - All quads. With the old behavior it was easy to create a rounded hole on a surface, for extruding a pipe, for instance. With the new behavior, that takes quite a lot of reworking.

There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.