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Hi, Thanks again for open-sourcing this awesome work. I found that the UV diffusion models are sensitive to UV quality. If there are discontinuous parts in the UV, there will be a seam on the final texture. I saw the UV maps in the demo and paper are quite good, how can we get these high-quality UVs? I have tried xatlas, but it does not work well especially on complex meshes.
The text was updated successfully, but these errors were encountered:
We use the original mesh UVs, as they are of higher quality than those unwrapped by Xatlas. In fact, generating high-quality UVs automatically remains an open challenge.
Hi, Thanks again for open-sourcing this awesome work. I found that the UV diffusion models are sensitive to UV quality. If there are discontinuous parts in the UV, there will be a seam on the final texture. I saw the UV maps in the demo and paper are quite good, how can we get these high-quality UVs? I have tried xatlas, but it does not work well especially on complex meshes.
The text was updated successfully, but these errors were encountered: