I have an imported glb file, the edges are hard. I’ve looked it up and found that glb separate the vertices when exporting (using Blender), so is there a way to smooth edges for a glb file?
Currently I’m trying to merge vertices then smooth normals, but I can’t figure that’s out! I’m using BufferGeometryUtils to .mergeVertices(geometry) then computeVertexNormals() but I’m not getting anywhere!
For smoothing by normal vectors at vertices → there is a topic in this forum about something similar and the solution was to smooth the object in Blender and reexport the model:
Off-topic: I like @makc3d’s 4-points controls. I remember in the past I wanted to do something similar for one AR project, but I messed the math up and failed. I wish I knew this lib two years ago.
opencv (well, there are like 10 different ways to do it, you basically only need to slice a pyramid by a plane. if you messed up one of them, you could always try another)
Thanks, I’ll check it out! for now I just switched to fbx. my concern at the moment is the file size, but fortunately when I switched the size didn’t get impacted that much!
@PavelBoytchev as it say in the title, they are using OBJ not glTF, and I think the problem was just not smoothing the mesh correctly from the 3D tool. I’ll look more into it.
worked for me. but that;s because the duck has very special uv map - a single island connecting to itself on the other (mirrored) side - so it had no seams. any “normal” uv map will generate a ton of seams like that.
@makc3d So I’ve tried your solution and it gives an error saying mergeVertices is not defined …
But here’s the odd thing, I’ve exported a simple low poly sphere as glb from blender with smooth edges, after adding it, it runs smooth! without doing anything … the mesh I’m using is a photogrammetry scan but I edit it in blender, I’ll look it up some other time.
but thanks for your help