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How to control the char number of output mesh? #18
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It looks as if your mesh was disconnected. The atlas tool is not able to merge disconnected mesh pieces. It expects you to provide a mesh where each connected component has shared vertices. You can join the vertices trivially if you know the mesh is 2-manifold, otherwise it's much more tricky and I recommend exporting the topology information from the authoring tool. Hope this helps! |
Also, can you point to the asset you are using? I can take a look at it and check if this is indeed the problem. |
Yes, my testing mesh was disconnected, I have given up all optimization when imported it.The indices have the same count as the vertex, they are all 100629.My testing mesh was downloaded from http://artisaverb.info/PBT.html, you can download it at the bottom of the web page : ). |
The first colocal index is used to determine the mesh connectivity. In a
mesh with vertices that have shared positions, but different normals or
texture coordinates, you need to know if those vertices are connected, or
separated. The first colocal index allows you to do that. If two vertices
have the same index, it means they are connected. In some cases you can
assume that all vertices that share the same position are connected, in
that case, you can set the colocal index to the first index of those
vertices. However, in some cases, that may result in a non-manifold mesh.
Ideally, you should use connectivity information from the DCC app or
authoring tool to initialize the first colocal index in a way that produces
valid manifold meshes. For example, traversing the one-ring, and setting
the index of all vertices in the one-ring. Hope that makes sense!
…On Thu, May 24, 2018 at 1:26 AM, 陈默 ***@***.***> wrote:
And, I initialized the input mesh as the following code snippet, although
what's the meaning of first_colocal.
[image: 3333]
<https://user-images.githubusercontent.com/8615289/40473578-232f6418-5f6f-11e8-834e-f2efcdef75e3.png>
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I have understood the meaning of the first colocal index by your replay. |
You may not have to worry about non-manifold meshes. In many cases meshes are already split into groups and each group is manifold, so as long as you only connect/merge vertices within the same group you should be fine. Anyway, good luck with your project! |
Hi, I'm back. Thanks for your prompt about non-manifold meshes first, although I have not met it till now. : ) |
The image above is my unwrapped uv's world position which I used to bake lightmap.The mesh is the gun from the famous PBR assets. I hope to decrease output chart number, but I don't know which paramaeter can do this.
Thanks in advance.
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