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Describe the problem
I am decimating the mesh using MeshDecimate node after MeshFiltering Node. After decimating the mesh, I use Texturing node coming out of the MeshDecimate. The textured mesh increases the number of triangles considerably. In my test I have the following approx numbers.
Mesh after Filtering: 400k triangles
Textured mesh just with MeshFiltering node: 400k triangles
Mesh after decimate: 38k triangles
Textured mesh using as input the decimated mesh: 337k triangles
When opening the textured mesh it looks like the decimated one, but it has the increased number of triangles.
Is this a bug? or it is an expected behaviour?
Best,
Bryan
Screenshots
The text was updated successfully, but these errors were encountered:
This was tested with the last version of meshroom. Defenitely it is a bug as I did exactly the same with the 2021.1.0 version and the textured mesh of the decimated one kept aprox the same number of triangles.
Best,
Bryan
bgpantojar
changed the title
[question] Texturing decimated mesh bug
[bug] Texturing decimated mesh bug
Sep 18, 2024
Describe the problem
I am decimating the mesh using MeshDecimate node after MeshFiltering Node. After decimating the mesh, I use Texturing node coming out of the MeshDecimate. The textured mesh increases the number of triangles considerably. In my test I have the following approx numbers.
Mesh after Filtering: 400k triangles
Textured mesh just with MeshFiltering node: 400k triangles
Mesh after decimate: 38k triangles
Textured mesh using as input the decimated mesh: 337k triangles
When opening the textured mesh it looks like the decimated one, but it has the increased number of triangles.
Is this a bug? or it is an expected behaviour?
Best,
Bryan
Screenshots
The text was updated successfully, but these errors were encountered: