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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Tue Feb 19, 2008 10:59 pm Post subject: Having a union problem - SOLVED |
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I'm trying to unite 2 a bit complex objects but not too much and I'm getting the following result:
Before:
After:
How can I unite them propely? I have to
Thanks !
Last edited by Adar on Fri Feb 22, 2008 11:35 pm; edited 2 times in total |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Tue Feb 19, 2008 11:28 pm Post subject: |
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Absolutely make sure it's not bad geometry, i.e. the model is closed, has no inner polygons (that could come from extruding badly) etc. _________________ Behold! The DeleD Wiki! Please help us expanding it
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 20, 2008 12:05 am Post subject: |
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Mr.Fletcher wrote: |
Absolutely make sure it's not bad geometry, i.e. the model is closed, has no inner polygons (that could come from extruding badly) etc. |
Well the object is fine.. it's just not simple geometry
It also happens to me sometimes when trying to unite 2 very simple objects.. |
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 20, 2008 12:28 am Post subject: |
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Here are some more examples:
Before:
After:
Before (Trying to unite the window thing with the house):
After:
Before (Trying to unite the suncover with the bar that's holding it):
After (a few polygons disappeared):
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Wed Feb 20, 2008 6:40 am Post subject: |
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I have reported several scenes where problems happen, too. Sometimes, it's an actual bug; other times, it's a T junction or some other problem in my own geometry.
The DeleD CSG tools aren't perfect (just like the 3ds Max or C4 CSG tools aren't perfect, either), but it helps to try to optimize and double- and triple-check your own geometry before blaming DeleD.
And when you blame DeleD, you have to post the actual scene file so that the guys can actually try to debug it. |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Wed Feb 20, 2008 7:25 am Post subject: |
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jwatte wrote: |
And when you blame DeleD, you have to post the actual scene file so that the guys can actually try to debug it. |
That would be great. CSG routines are pretty hard to debug and we need as many example scenes as we can get.
I hope I will be able to solve this bug for the next release. But due to the complex nature of CSG routines, I can't make promises - but I'll try for sure. |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Wed Feb 20, 2008 11:14 am Post subject: |
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Adar wrote: |
Here are some more examples:
Before:
After:
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I tried that, it works perfectly for me. _________________ Behold! The DeleD Wiki! Please help us expanding it
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 20, 2008 12:11 pm Post subject: |
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Jeroen wrote: |
jwatte wrote: |
And when you blame DeleD, you have to post the actual scene file so that the guys can actually try to debug it. |
That would be great. CSG routines are pretty hard to debug and we need as many example scenes as we can get.
I hope I will be able to solve this bug for the next release. But due to the complex nature of CSG routines, I can't make promises - but I'll try for sure. |
Want me to send you all of them to admin at delgine dot com? I also have another 1 plus an optimization bug example.
Last edited by Adar on Sat Feb 23, 2008 4:18 pm; edited 3 times in total |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Wed Feb 20, 2008 12:12 pm Post subject: |
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Adar wrote: |
Want me to send you all of them to admin@delgine.com? I also have another 1 plus an optimization bug example. |
That would be great, thank you. |
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 20, 2008 12:23 pm Post subject: |
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Jeroen wrote: |
Adar wrote: |
Want me to send you all of them to admin@delgine.com? I also have another 1 plus an optimization bug example. |
That would be great, thank you. |
Done |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Wed Feb 20, 2008 9:46 pm Post subject: |
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Thanks - they're great for improving the CSG routines. |
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Wed Feb 20, 2008 11:57 pm Post subject: |
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Jeroen wrote: |
Thanks - they're great for improving the CSG routines. |
Glad I can help ! |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Thu Feb 21, 2008 8:35 pm Post subject: |
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I figured out the problem with this model:
The polygons in this model are quads (4 vertices) but not all of them are flat! A polygon is flat when all its vertices are in the same plane. An example of a non-flat polygon: create a rectangle in the topview and then pull one of its vertices upwards. This polygon isn't flat. Now, the CSG routines depend on flat polygons. If polygons aren't flat, the CSG results are unpredictable. This should be in the Help file - WIKI!
To work around this problem, simply triangulate the model before using CSG. Triangles are flat by nature and so CSG routines will not suffer from this particular problem if objects have been triangulated.
In this case, it's the geometry that isn't entirely correct. Other models in the example-pack you sent me have the same problem and triangulating them solved it. Perhaps the CSG tools should triangulate a model by default and then perform the CSG action. This will mean longer processing times and more polygons as a result though. |
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Adar DeleD PRO user
Joined: 29 Aug 2007 Posts: 233
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Posted: Thu Feb 21, 2008 11:54 pm Post subject: |
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Jeroen wrote: |
The polygons in this model are quads (4 vertices) but not all of them are flat! A polygon is flat when all its vertices are in the same plane. An example of a non-flat polygon: create a rectangle in the topview and then pull one of its vertices upwards. This polygon isn't flat. Now, the CSG routines depend on flat polygons. If polygons aren't flat, the CSG results are unpredictable. This should be in the Help file - WIKI!
To work around this problem, simply triangulate the model before using CSG. Triangles are flat by nature and so CSG routines will not suffer from this particular problem if objects have been triangulated.
In this case, it's the geometry that isn't entirely correct. Other models in the example-pack you sent me have the same problem and triangulating them solved it. Perhaps the CSG tools should triangulate a model by default and then perform the CSG action. This will mean longer processing times and more polygons as a result though. |
Actually I figured the tool does whatever it needs in order to unite the objects together.. how about if it would triangulate only the uniting polygons instead of the whole model in case it needs to?
Also:
1.try to unite the fish object with the rope object I sent you and then optimize.. you'll see some polygons get deleted (in double sided faces)
2.try to triangulating the big window object and then optimize, you'll see some polygons deleted (also double sided faces)
3. try to unite the big window object with a bar that holds the suncover after it had been triangulated, then optimize.. some major issues there
Last edited by Adar on Fri Feb 22, 2008 12:25 am; edited 1 time in total |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Fri Feb 22, 2008 12:01 am Post subject: |
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Adar wrote: |
how about if it would triangulate only the uniting polygons instead of the whole model in case it needs to? |
Testing for this would probably take more time than to triangulate it right away. _________________ Behold! The DeleD Wiki! Please help us expanding it
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