Closed Nevsden closed 6 months ago
Voxel re-meshing converts mesh into a distance field and back to mesh using the marching cubes algorithm. MC is not preserving sharp features so cube corners are smoothed.
@Nevsden the only way you can preserve the vertices is by applying a voxel remesh which is a fraction of the cube size. It's a rare event "in the wild" but happens regularly when starting with a brand new cube (1 or 2 m side) and applying a new remesh (usually 0.1 m).
In the example below, a remesh of 0.5 and 0.4 for the cube: even though the former is less fine it preserves the vertexes, while the latter smooths it.
It's a sampling problem, the only way to solve this is to change the remeshing into something more sophisticate.
@thelazyone thank you! That is a great explanation. The issue can be closed.
Using the remeshing algorithm on a simple cube, I would assume that the remeshing holds the property of "keeping the vertex position" of the original mesh, meaning in case of a simple cube, that the edges of the cube stay sharp. In the example
voxel_remeshing
using the assetcube.stl
, the corners come out rounded.I used a voxel grid size of
0.5
. Maybe my idea about the algorithm does not align with what the algorithm actually does.Lowering the grid size makes the remeshed mesh come closer to the edges.