feat(cutout): implement boundary padding for cutout textures

- Introduced a new `Boundary Padding` preference in the Cutout Tool with a default of 2 px and a configurable range of 1-4 px.
- Updated the Cutout client to establish inward mapping from the final Mask, sampling in a fixed direction and processing independent material RGBA and Depth.
- Enhanced the handling of RGBA and Depth during cutout operations, ensuring proper mapping and preservation of source data.
- Added tests to validate the new boundary padding functionality and its integration with existing cutout processes.

feat(geometry): remove overall mesh smoothing from geometry nodes

- Removed the `Smooth` input from several geometry node groups to eliminate unnecessary overall mesh smoothing.
- Retained `Smooth Weight` for depth nodes while removing it from Cutout and Relief Plane nodes.
- Ensured that boundary, normal, and fill smoothing behaviors remain intact and consistent.
- Updated tests and documentation to reflect the changes in node interfaces and behaviors.

feat(normals): scale tangent normals with depth

- Reused the existing `o_normal_reduction` attribute to adjust Tangent Normal strength based on the geometry's `Depth Scale`.
- Ensured that Tangent Normal strength is consistent with the geometry depth, preserving full strength for materials that do not provide the attribute.
- Updated tests to verify the correct behavior of normal strength adjustments in both Tangent and Object Space.
This commit is contained in:
2026-09-15 00:40:24 +08:00
parent ab282e4fdf
commit 591e62085a
93 changed files with 1915 additions and 2851 deletions

View File

@@ -0,0 +1,26 @@
## 1. Boundary Padding setting
- [x] 1.1 Add the Cutout Tool `Boundary Padding` preference with default 2 px, range 1–4 px and a clamped reader.
- [x] 1.2 Capture the configured value when each Cutout operation starts so synchronous and asynchronous responses use the same operation value.
## 2. Structural inward mapping
- [x] 2.1 Build a pure array mapping from the final threshold Mask that carries each boundary-band location along one local structural inward direction to the configured internal distance.
- [x] 2.2 Bound thin-structure rays to their last same-direction internal position and leave undefined directions unchanged without donor thresholds or fallback searches.
- [x] 2.3 Cover outer outlines, holes, concave corners, thin structures, scaled target resolutions and zero bypass.
## 3. Client-side image processing
- [x] 3.1 Apply the mapping to independent material Color RGBA for synchronous and AI Cutouts while preserving the source Image and AI input.
- [x] 3.2 Apply the mapping to Depth Z and validity, reconstruct target X/Y from Metadata intrinsics, and preserve reference depth.
- [x] 3.3 Update and repack processed Color and Depth Images before object consumption while preserving byte, float/HDR and CHANNEL_PACKED interpretation and cleanup.
## 4. Raw server artifacts
- [x] 4.1 Stop enabling server-side depth edge extension for Cutout and remove the unused extension path if no real caller remains.
- [x] 4.2 Update server tests to require raw MoGe Depth and unchanged Metadata generation.
## 5. Integration and validation
- [x] 5.1 Cover preference capture, synchronous/AI parity, unmodified geometry and UV, correct target-ray Depth projection, Normal isolation, packed ownership and failure cleanup.
- [x] 5.2 Run related tests, validate OpenSpec strictly, and inspect the final diff and stale references without rebuilding node assets or extension packages.