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VoxelMeshSDF BAKE_MODE_ACCURATE_PARTITIONED does not accurately bake PrismMesh #659
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That mode creates a data structure referencing triangles in chunks, and I suspect triangles are missing near the area that has the "gap" you mention. That mode uses a Looking more into it, I think it's simply not working properly when triangles are too big relatively to chunks: i.e if you have a mesh with only a few triangles, but subdivided so much that the AABB of triangles cover a lot of chunks, the tricks What issue is that really causing? |
It's not really causing big noticable issues (it can be noticed using |
Added some info in the docs in cab1b7e Some ideas to improve the algorithm: godot_voxel/edition/mesh_sdf.cpp Lines 423 to 433 in 2972862
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Describe the bug
VoxelMeshSDF'S BAKE_MODE_ACCURATE_PARTITIONED produces big gap between SDF values when baking PrismMesh. This does not happen with BAKE_MODE_ACCURATE_NAIVE.
More specifically, baking a mesh with BAKE_MODE_ACCURATE_PARTITIONED, one can notice "SDF gap" in visualisation between layers 13 and 14.
Switching to BAKE_MODE_ACCURATE_NAIVE and checking visualised SDF between layers 13 and 14 show no "SDF gap".
Additional info:
I've noticed this issue happen with pyramid mesh as well.
See video:
2024-06-12.23-37-10.mp4
To Reproduce
Steps to reproduce the behavior:
VoxelModifierMesh
node to scene.VoxelModifierMesh
create PrismMesh.BAKE_MODE_ACCURATE_PARTITIONED
.Bake
.BAKE_MODE_ACCURATE_NAIVE
instead.Expected behavior
SDF produced values by
BAKE_MODE_ACCURATE_PARTITIONED
should be very similar toBAKE_MODE_ACCURATE_NAIVE
.Environment
MRP
Test VoxelMeshSDF partitioned pyramid bake issue.zip
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