Comments (2)
There is another setting (Internally) for define the isoline scaling, this is what it looks like when set to 0.9, in beta 2, this value is set to 1.8, I guess in next release I should change it back to 0.9
Or maybe at some point it would be reasonable to make a slider for it, so the user could play with it and achieve whatever result they want.
Maybe I should let user type the target triangle count directly?
It would be awesome!
But it's not going to finish in resonable time if the target count set to too high.
Sure, It's kinda expected when values are put too high. But if the user wants it and there's enough memory and processing power available - why not? Also the other solutions for remeshing is not bothering to even warn user if there's no resources or it will take a while to proceed and will use everything, so it's kinda up to the user to decide upon.
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There is another setting (Internally) for define the isoline scaling, this is what it looks like when set to 0.9, in beta 2, this value is set to 1.8, I guess in next release I should change it back to 0.9
There is no highest value, currently, the density setting is calculated as target triangle count between 12000 to 300000 (estimated). This value is for uniform remeshing before quad remeshing.
As you can see from the debug log (Help / debug), set density to 1.0, this model took 134 seconds to finish on my machine. Maybe I should let user type the target triangle count directly? But it's not going to finish in resonable time if the target count set to too high.
— DEBUG: m_originalVertices.size(): 1945508 - src\mainwindow.cpp:284
— DEBUG: m_originalTriangles.size(): 3890790 - src\mainwindow.cpp:285
— DEBUG: Generate render mesh... - src\mainwindow.cpp:505
— DEBUG: Area: 292.087 voxelSize: 0.0474182 - src\AutoRemesher\autoremesher.cpp:76
— DEBUG: Preprocessing... - src\AutoRemesher\autoremesher.cpp:96
— DEBUG: Vdb remeshing on voxel size: 0.0474182 - src\AutoRemesher\autoremesher.cpp:104
— DEBUG: Render mesh ready - src\mainwindow.cpp:524
— DEBUG: Vdb remeshed to vertex count: 180654 triangle count: 361308 on voxel size: 0.0474182 - src\AutoRemesher\autoremesher.cpp:115
— DEBUG: Uniformly remeshing... - src\AutoRemesher\autoremesher.cpp:121
— DEBUG: Uniformly remesh done, vertex count: 198169 triangle count: 396338 - src\AutoRemesher\autoremesher.cpp:137
— DEBUG: Split to islands: 1 - src\AutoRemesher\autoremesher.cpp:158
— DEBUG: Island[ 0 ]: parameterizing... - src\AutoRemesher\autoremesher.cpp:232
— DEBUG: Island[ 0 ]: quad extracing... - src\AutoRemesher\autoremesher.cpp:247
— DEBUG: Island[ 0 ]: remesh done, vertices: 197873 quads: 197916 - src\AutoRemesher\autoremesher.cpp:258
— DEBUG: Remesh done - src\AutoRemesher\autoremesher.cpp:296
— DEBUG: Remesh debug result saved - src\AutoRemesher\autoremesher.cpp:317
— DEBUG: Quad mesh generation took 133570 milliseconds - src\quadmeshgenerator.cpp:34
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Related Issues (20)
- Blender Addon HOT 8
- Treat each material id as a separate island
- Crash when loading in model HOT 7
- Crash on Beta release HOT 2
- Closely located separeted faces are merged together in final mesh.
- Application crashes when the loading obj file has more than 6 million polygons HOT 1
- Crashes with imported model HOT 5
- SegFault HOT 1
- Does not open mesh HOT 3
- addon didn't show up HOT 1
- Headless?
- Crash after Import/Load HOT 1
- Is this repository an implementation of some article?
- Program crashes no matter what
- Crash with the particular geometry. HOT 2
- Crashes on Release 1.0.0-beta.1 HOT 4
- Beta 3 crash during retopology HOT 1
- CLI HOT 1
- Crash HOT 3
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