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PotatoBo avatar PotatoBo commented on July 23, 2024

This would be very useful. Currently when you slice a mesh it loses all the vertex normal data which gives it a faceted look. It makes it pretty jarring when you slice a mesh with carefully crafted smooth groups and it becomes faceted.

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DavidArayan avatar DavidArayan commented on July 23, 2024

Greetings,

Latest changes to commit 1b5ff49 has added Normal and Tangent interpolation via Barycentric coordinates.

Slicing Meshes will now look at all UV, Normal and Tangent spaces for the Mesh. Please let me know if any bugs arise. I will close this feature.

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PotatoBo avatar PotatoBo commented on July 23, 2024

I found a small problem. If you try and cut the mesh and only a lower hull is generated due to the mesh being completely on the backside of the plane, it throws an out of range error due to SlicedSubmesh.hasUV trying to access upperHull[0].hasUV on an empty list. Other than that it seems to work very well!

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DavidArayan avatar DavidArayan commented on July 23, 2024

Greetings,

Thank you for the bug report. I've fixed the problem in commit a00983b. I really need to setup some more testing scripts to catch all these cases!

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PotatoBo avatar PotatoBo commented on July 23, 2024

I believe I've found another small problem. If you apply a material with a normal map to a cut face it goes completely black. I think the tangents on the cut face are not set.

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DavidArayan avatar DavidArayan commented on July 23, 2024

Thank you for letting me know, I'll take a look shortly.

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DavidArayan avatar DavidArayan commented on July 23, 2024

Greetings,

Thank you for your patience. This should be fixed as of commit 45c8363.

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