Geometry vertex and triangle AOVs

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Dade
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Re: Geometry vertex and triangle AOVs

Post by Dade » Mon Mar 23, 2020 4:14 pm

B.Y.O.B. wrote:
Mon Mar 23, 2020 1:19 pm
I guess each flat-shaded face has an exclusive set of vertices?

I'm getting 24 verts when I use the Blender .ply exporter, and 36 when I use the LuxCore FILESAVER engine.

Maybe we're doing something wrong in here? https://github.com/LuxCoreRender/LuxCor ... r.cpp#L835
Omg....

Exporting a quad using 6 vertices instead of 4 is wrong for sure.

How does Cycles work with the default cube from the "island" point of view ? Is it considered a single island or 6 (one for each face) ?
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B.Y.O.B.
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Re: Geometry vertex and triangle AOVs

Post by B.Y.O.B. » Mon Mar 23, 2020 4:21 pm

It's a single island in Cycles. As it should be, we're definitely doing something wrong during export.

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Re: Geometry vertex and triangle AOVs

Post by Dade » Mon Mar 23, 2020 4:33 pm

B.Y.O.B. wrote:
Mon Mar 23, 2020 4:21 pm
It's a single island in Cycles. As it should be, we're definitely doing something wrong during export.
So, apparently Cycles "islands" are base only on vertices position and they disregard Normals/UVs/etc. (?)

Is there a way to test this assumption ? Like with a cube with split normals to see if we still get a single island ?
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Re: Geometry vertex and triangle AOVs

Post by B.Y.O.B. » Mon Mar 23, 2020 4:43 pm

Dade wrote:
Mon Mar 23, 2020 4:33 pm
So, apparently Cycles "islands" are base only on vertices position and they disregard Normals/UVs/etc. (?)
Yes, the Cycles implementation seems to check only vertices and their edges for connections: https://github.com/sobotka/blender/blob ... h.cpp#L662

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Re: Geometry vertex and triangle AOVs

Post by Dade » Mon Mar 23, 2020 4:47 pm

B.Y.O.B. wrote:
Mon Mar 23, 2020 4:43 pm
Dade wrote:
Mon Mar 23, 2020 4:33 pm
So, apparently Cycles "islands" are base only on vertices position and they disregard Normals/UVs/etc. (?)
Yes, the Cycles implementation seems to check only vertices and their edges for connections: https://github.com/sobotka/blender/blob ... h.cpp#L662
Ok, I will do the same.
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Re: Geometry vertex and triangle AOVs

Post by B.Y.O.B. » Mon Mar 23, 2020 4:55 pm

However we should still fix the Blender -> LuxCore mesh conversion, do you want to take that on or should I have a look at it?

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Re: Geometry vertex and triangle AOVs

Post by Dade » Mon Mar 23, 2020 4:58 pm

B.Y.O.B. wrote:
Mon Mar 23, 2020 4:55 pm
However we should still fix the Blender -> LuxCore mesh conversion, do you want to take that on or should I have a look at it?
I'm not going to touch it for the moment.
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Re: Geometry vertex and triangle AOVs

Post by lacilaci » Mon Mar 23, 2020 7:04 pm

B.Y.O.B. wrote:
Mon Mar 23, 2020 4:55 pm
However we should still fix the Blender -> LuxCore mesh conversion, do you want to take that on or should I have a look at it?
Could this also fix custom normals for luxcore or that's a separate issue?

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Re: Geometry vertex and triangle AOVs

Post by B.Y.O.B. » Mon Mar 23, 2020 7:14 pm

lacilaci wrote:
Mon Mar 23, 2020 7:04 pm
Could this also fix custom normals for luxcore or that's a separate issue?
That's another matter.

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Re: Geometry vertex and triangle AOVs

Post by Dade » Tue Mar 24, 2020 3:49 pm

Added information to the first post about new: "random" texture, shape "islandaov" and shape "randomtriangleaov".
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