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Looooong avatar Looooong commented on August 12, 2024

On the VXGI script in the inspector, you can enable "Visualize Mipmap" property to see where are those voxels at. You can then figure it out or post me a picture with mipmap visuallized so I can help you out.

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Wenzy-- avatar Wenzy-- commented on August 12, 2024

https://imgur.com/K4CSUpJ
What does it means? i saw some colored voxels pop out.Is it because i generate some useless vertex in the mesh?

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Wenzy-- avatar Wenzy-- commented on August 12, 2024

https://imgur.com/X2DpSYC
https://imgur.com/HrTseoE
But it seems impossible,because i have made a clamp function to cut the mesh to avoid it out of the section

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Looooong avatar Looooong commented on August 12, 2024

You can switch to wireframe mode in Unity to see if there are "tiny" triangles there.

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Looooong avatar Looooong commented on August 12, 2024

My guess is that this is a precision error on the GPU side because of extreme steep surface (comparing at one point to another).

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Wenzy-- avatar Wenzy-- commented on August 12, 2024

ok, thank u for your suggestions.I have checked my mesh is fine.And i found a temporary solution~When i rotate the plane a little bit.Like set the Rotation (0.1,0,0),the strange particle shadow will disappear.I don't figure out why

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Looooong avatar Looooong commented on August 12, 2024

Based on the irregularity of the mesh, I guess this is because the steepness of the slope relative to the projection used in voxelization that causes floating point errors. I will think of some way to improve it later on.

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