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Output quads instead of triangles?

Open thomthom opened this issue 9 years ago • 3 comments

I was tinkering with this today. Really neat project.

It would have been nice to be able to get quads in the generated output instead of just triangles.

I saw it had some todos - such as "Triangle face merging". Would that be related?

thomthom avatar May 29 '16 14:05 thomthom

Hey thanks Thomas :)

Agreed on that, in general I'd like to have different input and output format (basically different kind of triangle indexing like quads and strip). I was also planning to add an option to export with vertex packing; for example voxels normals can use less than 3 floats to be encoded, which will reduce the size of the mesh.

Triangle face merging was more of this process whenever possible, so it's not directly related:

triangle_merging

karimnaaji avatar May 31 '16 14:05 karimnaaji

I need to look closer at the code. It looks interesting. One idea I had was to plug it into a 3d app and use voxel-centerpoint to insert instances of voxel cubes.

Btw, I think I ran into the issue of "holes" briefly mentioned in the source. I didn't quite understand the relationship between the precision and when the holes appeared. Can you explain the gist of why these holes might appear?

thomthom avatar May 31 '16 15:05 thomthom

That would be great! But yeah another output format option could be only points too, I had a request about this recently.

The holes might appear for several reasons that I haven't entirely narrowed down unfortunately, it's either something going on within the collision code or some precision issue. A temporary workaround so far was to simply test against a bigger voxel using this precision factor, a precision of 0.0 would test against the exact same voxel size, a precision of 1.0 would test against a voxel size of dimension d + 1.0 and insert a voxel of size d. I'll definitely investigate more on that when I find some time.

karimnaaji avatar May 31 '16 15:05 karimnaaji