Comments (7)
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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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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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!
from ezy-slice.
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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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.
from ezy-slice.
Thank you for letting me know, I'll take a look shortly.
from ezy-slice.
Greetings,
Thank you for your patience. This should be fixed as of commit 45c8363.
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Related Issues (20)
- Apply to Animated Model? HOT 5
- Bug: wrong slice direction when object we want to cut has different localscale on axis HOT 1
- If a mesh does not intersect the cutting plane it would be nice if I was told if it was on the upper or lower side. HOT 3
- How to test an example project?
- The name 'Normal' does not exist in the current context HOT 1
- Script Doesn't Link To Editor HOT 2
- Oculus Quest crashing HOT 7
- Slicing Unity's sphere results in meshes with uncovered holes HOT 5
- When cutting a complex mesh, the face does not respect the geometry HOT 1
- Get the intersection points HOT 2
- Lost HOT 4
- Doesn't work for more complex objects HOT 6
- After slicing the game object the original prefab holes are closed , the region is filled? i wanted to know if we can retain the original holes in the obj after slicing the game object ? HOT 3
- Ezy Slice - imported objects don't get sliced HOT 4
- Randomly doesn't slice (this could well be user error) HOT 2
- Can't download the project through unity git system. HOT 1
- [bug]Cut a hollow object in the middle. The object after cutting is incorrect HOT 1
- I'm curious. This object is not complex, but it can't be cut HOT 1
- Unexpected hole patching after slice HOT 1
- how can i add internal material to sliced object
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