#Galdoc Blender Self-Intersection Issue
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Cool, I went ahead and played around with it a bit because I got interested and I don't want to work on my own stuff 😆
I tried two different things that you might find interesting:
The self intersecting holes: I made a simple invalid mesh and removed the self intersections.
I also tries the limit surface, and it got too complicated. So, I pre set an attribute with an offset limit calculated by raycasting into the mesh, dividing by 2, and then adding a min separation:
I turned on face orientation: blue is Front and red is Back.
Galdoc Blender Self-Intersection Issue
hmmmmm.
That might be a really good idea. Have something that, as it's generating, tries to not self intersect
I tried doing my own 'depentration' logic on stream just now and failed lol
Thanks! Did you input something into the stored value? I don’t think this will delete anything since everything has index 0.
Shoot, I coulda joined. I’ve been just futzing around this morning. Wednesdays are my day off.
Ok, no worries. I’ll check it out later. Futzing also means I need breakfast.
food= good 🙂
Twitch right? I sub to the YouTube channel.
Yep! I shared the link in teh video stream plug, but for ease, it's https://www.twitch.tv/galdoc
BTW, Mesh Island is an actual node that gives you info about the seperate mesh groups in the geometry. That's what's needed to be stored. Index 0 is the original mesh that the boolean operation is operated on.
I couldn't rewind well enough to see what you put in that field.
Oh! I'll have to take a look at it again
I think I deleted everything other than that one, not sure
OK, I decided to play with it a bit more now that I saw your mesh. Weird self intersection will break. Here's a possible fix:
I added a triangulate so the boolean will have improved output. (I added a decimate modifier after the geo modifier to reduce the edges)
Then I added a few nodes to delete actual holes in the mesh: it find edges with 1 face neighbor and then collapses them.
It's hard to show, but here are some screen shots:
degenerate mesh to test
(front and back)
With "delete holes" off and on--it'll remove the spikes that poke through completely.
Anyway, love you work, glad to help a little.
Last edit for awhile, I found myself just mindlessly poking around and trying to break things. Here's the .blend file (4.2 beta):
Finally got back home and listened to some of the actual goal of the intersection prevention. Have you tried the simulation loop yet? You can set the delta time with that and grow the stage in small increments. When the intersection would happen, you can divert the growth direction to the half-angle between the two intersecting vectors.
will try in a bit-- have my 2yo 🙂
Ah, I keep all three versions in their own folders. The Betas usually are stable enough for me. The Alphas, not so much.
I’m an engineer who works on low level programming pre-alpha prototype hardware. Do I am more tolerant than most.
I do have to say, this latest beta has handled compute-hangups much better than previous 4.1 versions I tried.
That's fair -- I use Blender Launcher to keep 'em all straight.
Really psyched for the Physics Nodes which is in one of the 4.3 experimental branches
Btw, the simulation nodes are not what I assumed—I hadn’t used them yet. They are for animation frames…
The repeat zone works just fine for breaking up one operation into smaller deltas.
I’ve been playing with the idea and made a rock erosion shader—kinda makes the wind blown pillars you’d find in the desserts.