Closed marwie closed 6 months ago
Pulling the UV islands up in Blender, note the long tail off to the right:
In short, some UVs are wild outliers, and any quantization implementation (in this case it's Draco's quantization, but my own cannot do better) will end up sacrificing quality with a larger quantization grid on the assumption that these UVs are important.
Same cause:
I'm curious why this happens... is it one particular DCC tool? Perhaps it's common enough that it's worth scanning for, though. The process could be something like:
Does this sound reasonable to you? The 24 threshold is arbitrary of course, it could be anything — I just don't want to trigger this code path for intentionally repeating UVs.
Thank you very much for looking into this - I've forwarded the question about the tool to our user and also how to fix the issue. I'll let you know when I get more information.
Describe the bug Hello, it seems like with draco compression the UV coordinates (?) get lost for one particular model
To Reproduce Steps to reproduce the behavior:
gltf-transform draco LiamA.glb LiamA-draco.glb
to reproExpected behavior Character looks the same with draco compression aplied
Versions:
Additional context
draco-issue.zip
original and expected:
after draco:
after meshopt: