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export with compress on cause uv error #2279
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I can confirm. |
If you zoom out considerably in the UV Editor view, on the uncompressed mesh, you'll see a small outlying UV island — This will break quantization, which both Draco and Meshopt compression rely on — most of the available precision in the quantization grid is spent on empty space. I'm not sure how UVs end up there to begin with, but it's been a recurring issue in glTF Transform's compression as well:
I've been considering adding a step to compute a histogram for the UVs, and to show a warning if there are major outliers, or perhaps repacking the UVs, but these are potentially expensive operations for an exporter to spend time on... |
Thanks @donmccurdy for the investigation! |
Describe the bug
export with compress on cause uv error.
To Reproduce
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Expected behavior
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.blend file/ .gltf (mandatory)
untitled.zip
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