timmyc
Content Creator
- Joined
- Nov 14, 2012
The problem is that the old algorithm did not check to see whether or not the overlapping pixels belong to the same mesh group. As such, vertices from multiple mesh groups are being "smoothed" together. It is oftentimes not the desired behavior as most seams occur within the same group (ie. body mesh).
I have implemented a quick fix to address this issue.
The issue -
Some meshes as the one shown above have parts that are made of multiple mesh objects. The transparent gown for example has 2 layers on top of one another with overlapping vertices. They belong to separate mesh groups (WGT_Body and WGT_Body2). With the old algorithm, vertices from both groups would be smoothed as if they were one object, which causes issues as depicted below -
The normal vectors are all messed up now.
To combat this problem, I have added a new control to only smooth overlapping vertices within the same mesh group, which will prevent problems like this from occurring.
Here's a model with seams
The old version (V0.3.8) would smooth every pixel as if they all belonged to one big object which causes the gown to look weird
The new version (V0.3.9) includes a new control that allows the user to perform seam smoothing ONLY for overlapping pixels within the same group
There's still a little bit of an issue on the bra area as circled in the picture above, but it is a more elegant solution that makes sense.
Note: When using "Seam Smoothing," if the new "Smooth Within Own Group" is unchecked, the behavior is the same as in V0.3.8 where every pixel is checked against each other for seams to smooth. I recommend only checking this new check box if you run into issues similar to the above situation.
I have implemented a quick fix to address this issue.
The issue -
Some meshes as the one shown above have parts that are made of multiple mesh objects. The transparent gown for example has 2 layers on top of one another with overlapping vertices. They belong to separate mesh groups (WGT_Body and WGT_Body2). With the old algorithm, vertices from both groups would be smoothed as if they were one object, which causes issues as depicted below -
The normal vectors are all messed up now.
To combat this problem, I have added a new control to only smooth overlapping vertices within the same mesh group, which will prevent problems like this from occurring.
Here's a model with seams
The old version (V0.3.8) would smooth every pixel as if they all belonged to one big object which causes the gown to look weird
The new version (V0.3.9) includes a new control that allows the user to perform seam smoothing ONLY for overlapping pixels within the same group
There's still a little bit of an issue on the bra area as circled in the picture above, but it is a more elegant solution that makes sense.
Note: When using "Seam Smoothing," if the new "Smooth Within Own Group" is unchecked, the behavior is the same as in V0.3.8 where every pixel is checked against each other for seams to smooth. I recommend only checking this new check box if you run into issues similar to the above situation.