Open qlee01 opened 2 years ago
Hey, is this on metal? If not, do you still see these artifacts in unsigned mode?
@rob
Hey, is this on metal? If not, do you still see these artifacts in unsigned mode?
Hey, this is on Windows / DX11. In unsigned mode I don't see the artifacts, but the hair collision system does not seem to work correctly with "unsigned" or "jump". Seems to only work correctly with "signed".
Thanks!
On Wed, Nov 23, 2022 at 07:58 qlee01 @.***> wrote:
Hey, is this on metal? If not, do you still see these artifacts in unsigned mode?
Hey, this is on Windows / DX11. In unsigned mode I don't see the artifacts, but the hair collision system does not seem to work correctly with "unsigned" or "jump". Seems to only work correctly with "signed".
— Reply to this email directly, view it on GitHub https://github.com/Unity-Technologies/com.unity.demoteam.mesh-to-sdf/issues/3#issuecomment-1325017574, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAAAD57WXVJ42QUKJEKYLKLWJYIH7ANCNFSM6AAAAAASCF6TWE . You are receiving this because you were mentioned.Message ID: <Unity-Technologies/com.unity.demoteam.mesh-to-sdf/issues/3/1325017574@ github.com>
Seems that meshes with e.g. holes in the mesh seem to create artifacts in created SDF. Strangely, this only seems to happen sometimes. With exact same setup, I get different behavior. Sometimes these artifacts are created, and if they get created, they seem to stay. Sometimes they are not created at all, and in that case also don't start appearing in same run. Here are some images of the good case, and two images of the artifacts created in bad case (artifacts vary during the run of application). I also saw artifacts being created if the bounding box of SDF does not cover the full mesh, probably same cause, as this then naturally creates "holes" in the processed part of the mesh.