Use regularization flag for LODs of deformable objects to improve appearance post deformation#109992
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Repiteo merged 1 commit intogodotengine:masterfrom Sep 23, 2025
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clayjohn
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Significant improvement was seen at lod_bias 0.04 GODOT-pull-request-109992.mp4GODOT-stable-4.4.mp4 |
Calinou
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fire
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Calinou
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Code looks good to me. Remember to squash the last two commits so this can be merged 🙂
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Yup, squashed the last two commits here and rebased the dependent PR chain. |
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This significantly improves LOD quality for skinned objects, especially if the skinned object geometry is very simple (e.g. planar or cylindrical) in bind pose. Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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BlueCube3310
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Thanks! |
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Would it be possible to cherry pick for 4.5? |
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Edit: Dropped cherry-pick, it depends on #109990 which is a feature PR. |
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Closes #84479
Closes #71141
When generating LODs for meshes that use skinning or blend shapes, we now use the new regularization option (available as of meshoptimizer 0.25). This results in the simplifier taking the distance along the original surface into account when computing simplification error, which biases the results to have a more uniform tessellation, accounting for deformation that is unknown at import time. This fixes two instances of severe LOD degradation (above) after a re-import; it also helps more regular character meshes in certain cases, for example here's a before-after on a mesh with a cape that was simplified too much previously (LOD selection exaggerated via project settings, ~same number of triangles before/after):