- 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.
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1. Boundary Padding setting
- 1.1 Add the Cutout Tool
Boundary Paddingpreference with default 2 px, range 1–4 px and a clamped reader. - 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
- 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.
- 2.2 Bound thin-structure rays to their last same-direction internal position and leave undefined directions unchanged without donor thresholds or fallback searches.
- 2.3 Cover outer outlines, holes, concave corners, thin structures, scaled target resolutions and zero bypass.
3. Client-side image processing
- 3.1 Apply the mapping to independent material Color RGBA for synchronous and AI Cutouts while preserving the source Image and AI input.
- 3.2 Apply the mapping to Depth Z and validity, reconstruct target X/Y from Metadata intrinsics, and preserve reference depth.
- 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
- 4.1 Stop enabling server-side depth edge extension for Cutout and remove the unused extension path if no real caller remains.
- 4.2 Update server tests to require raw MoGe Depth and unchanged Metadata generation.
5. Integration and validation
- 5.1 Cover preference capture, synchronous/AI parity, unmodified geometry and UV, correct target-ray Depth projection, Normal isolation, packed ownership and failure cleanup.
- 5.2 Run related tests, validate OpenSpec strictly, and inspect the final diff and stale references without rebuilding node assets or extension packages.