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Mesh coming in as black.
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Hi, thank you for this amazing project!!
I have a question on how to render surface normal map "in tangent space" with PyTorch3D.
According to the great discussion between @gkioxari and @DaoyiG …
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I'm performing boolean operations on complex geometry in order to compare two very similar models to find out which parts overlap. It's a comparison between a simple "design" model and a complex "scan…
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**Is your feature request related to a problem? Please describe.**
We've recently expanded the support for `Convex` shapes. A user can declare a mesh of various types (.obj, .vtk, and .gltf) and as…
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### Describe your feature request
As dicussed in #1105 , with this piece of code, we can output roughness/metallic images with default values of roughness/metallic.
```python
# some objects' nor…
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I'm using the following conda setup:
```
onda list 'anaconda|mayavi|vtk'
WARNING: The conda.compat module is deprecated and will be removed in a future release.
# packages in environment at /home/…
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**Godot version:**
3.2.4.RC4
**OS/device including version:**
macOS BigSur, GLES2 / GLES3
**Issue description:**
The normals (`Mesh.ARRAY_NORMAL`) are not passed to the canvas shader when…
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# General
The normal must get mapped to a voxel for VXL - this is different for the meshes - where the normals are attached to the vertices.
# Tiberian Sun
* https://github.com/mgerhardy/veng…
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Error message during compilation (see gcc command line below)
mesh/src/aabb_normals.cpp: In function ‘PyObject* aabbtree_normals_nearest(PyObject*, PyObject*)’:
mesh/src/aabb_normals.cpp:118:37:…
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- [x] meshes
- [ ] mesh flags
- [x] positions, normals, tangents
- [x] texture coordinates
- [ ] level of detail (LOD)
- [x] outline meshes
- [x] vertex colors
- [x] skin weights
- [x] morph t…