Comments (1)
Testing with this script in https://gltf.report ...
import { MeshoptSimplifier } from 'meshoptimizer';
import { weld, simplify } from '@gltf-transform/functions';
await document.transform(
weld({tolerance: 0.0001}),
simplify({simplifier: MeshoptSimplifier, ratio: 0.0, error: 0.45, lockBorder: true})
);
... I get pretty much the same result. Note that MeshoptSimplifier does not see all of a mesh's attributes, just the vertex positions and their connectivity (via indices). In general, and particularly with lockBorder
, it's going to try to preserve topology, so I think collapsing a 3D shape to a single triangle is probably something the algorithm explicitly avoids.
What we can do to give Meshopt the best possible chance of success, would be to minimize seams and maximize connectivity. Welding tries to do that, but extra vertex attributes make it hard. I'm not sure which attributes you need at higher LODs, but removing everything but POSITION resolves the issues you're seeing...
import { MeshoptSimplifier } from 'meshoptimizer';
import { weld, simplify, prune } from '@gltf-transform/functions';
for (const mesh of document.getRoot().listMeshes()) {
for (const prim of mesh.listPrimitives()) {
for (const semantic of prim.listSemantics()) {
if (semantic !== 'POSITION') {
prim.setAttribute(semantic, null);
}
}
}
}
await document.transform(
prune(),
weld({tolerance: 0.0001}),
simplify({simplifier: MeshoptSimplifier, ratio: 0.0, error: 0.45, lockBorder: true})
);
... with that simplification gets the result you're probably expecting:
- error = 0.45 -> tetrahedron
- error = .50 -> pair of back-to-back triangles
- error = .55 -> empty primitive
Possibly a weld mode that explicitly ignores vertex attributes other than position would help here (but doesn't exist in glTF Transform now) if you don't want to delete these attributes. There's also an experimental meshopt simplification function that includes vertex attributes — with custom weights — but that isn't integrated into glTF Transform yet, see #1153.
from gltf-transform.
Related Issues (20)
- Dedup / instance / prune is breaking the model HOT 1
- Saving information on instancing for subsequent mapping. HOT 1
- Weld getting stuck on large OBJ files HOT 2
- Broken og:url on website
- CLI: Optimize flag --texture-size has no effect for KTX2 compression
- Center of model changing HOT 6
- Sparse accessor with many non-zero elements (78.0%) may increase file size HOT 3
- Official website docs could describe full CLI commands args and options
- Unable join() primitives with TRIANGLE_STRIP or TRIANGLE_FAN modes HOT 1
- Simplification stops abruptly at target ratio, leading to non-uniform simplification HOT 2
- Optimize inspect(), weld(), and join() for scenes with many primitives sharing vertex streams HOT 1
- Join command runs out of memory HOT 2
- Improving vertex counts
- Simplification removes all vertices HOT 1
- weld breaks loose edges HOT 2
- simplify: attribute weighted simplification HOT 5
- Set maximum size exceeded HOT 1
- Can't compress a model with draco HOT 6
- Draco compression increases vertex count HOT 4
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from gltf-transform.