Comments (5)
Good question. Was meaning to write about this anyway, so here is a much longer answer then I would type in here: http://www.gradientspace.com/tutorials/2017/12/14/3d-bitmaps-and-minecraft-meshes
lmk if you still have questions
from geometry3sharp.
Thanks so much for providing such a quick and detailed response. I’ll follow up once I’ve had an opportunity to use one of your suggested options
from geometry3sharp.
Just wanted to let you know that I was able to get your Tutorial to work in the Unity application that I'm developing. I had to spend a lot of time in blender making fixes to the mesh I wanted to use (way too many duped triangles and it was not manifold)
I'm able to save the voxelized mesh to an output file, so I know that the examples you've provided work. However, I'm afraid to try running the Winding Number one again, because it just locked up my system (Though I have a sneaking suspicion this was do my mesh having so many issues, as my earlier output files had long stretches/anomalies).
One of the issues I'm having, as far as actually displaying the voxelized mesh within my app, is that meshes in unity apps are limited to 65535 vertices. I've used your tutorial for simplifying meshes, but unfortunately they're still coming out too large. Does your library include a way to partition a large mesh into an array/list of smaller individual meshes?
from geometry3sharp.
Right, forgot about that in the tutorial. Set VoxelSurfaceGenerator.MaxMeshElementCount to the max vert/tri count you want, and then the Meshes list will contain multiple meshes <= that size.
The winding number code I posted will use up 100% of CPU, across multiple threads, so that is maybe why it seemed like your system was locked up (particularly if you only have 1 or 2 cores). If you change it to be the non-parallel version, it will take longer but won't lock your system. I would try running at quite low resolutions and stepping up the voxel count once you have a sense of how long it would take (halving voxel size will take 8x as long).
(Or don't use it it all, now that you have fixed the mesh - but that is the main reason, MWN should have handled all those mesh issues automatically)
from geometry3sharp.
Wanted to thank you again for your help! I haven't tried using the MWN again, at the moment I don't need to use it. Thanks for mentioning the MaxMeshElementCount. I've been able to take the meshes from the VSG and convert them to the Unity Mesh format at runtime and then render them as a collection of individual meshes.
The Bitmap3 is obviously working and after futzing around a bit with the positioning of my dynamically created prefabs I'm able to see a Grid overlay over the level I'm currently viewing. (I generate a 2D texture of the current level I'm viewing, xz slices).
I need to review your previous tutorial on the SDF because I need to be able to test the validity of any mesh that I want to load at runtime and then repair it on the fly.
from geometry3sharp.
Related Issues (20)
- Convert mesh regions to 2d, alter in 2d, push back into 3d mesh
- Is this project dead? HOT 1
- Get brick materials right
- Fix hover info on bricks
- Rewrite right pointer (PLEASE!) HOT 1
- Mesh expansion and comparison
- Refactor cursor3d
- Refactor HandR and HandL to use input action class
- Write playmode tests for right pointer flow
- Rider clean project to adjust line length
- Break up LDrawConfig into different classes
- Refactor BrickMaterialsLoader (PLEASE!!!)
- Example of mesh volume calculation HOT 3
- 这个可以做曲面拟合吗?
- Can this be used for surface fitting?
- Narrow band SDF generation from meshes is adding a shell to objects HOT 1
- Minkowski sum 3D
- Get closest vertex on mesh surface HOT 2
- Boolean operations on polygons and polyhedra?
- Quadratic Bezier Curves HOT 1
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from geometry3sharp.