#raycasting to the same union gives two different normals each time

1 messages · Page 1 of 1 (latest)

eager pulsar
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as you can clearly see the normal that is returned from the ray that hit the union is alternating between X=1 and X= 0.99999...
any explanation or a solution to this?

rancid parrot
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round

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u cannot stop it

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its mostly due to the surface and floating point math

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unions are messy with ray casting

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try using meshparts with clean geometry or something

eager pulsar
# rancid parrot round

rounding would break the math for objects at any orientation other than 0 and 90 and 180 degrees

rancid parrot
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well u cant get consistent normals

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thru unions

vestal topaz
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It’s just a union thing

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Ray casting is rlly weird w unions

rancid parrot
vestal topaz
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Yea I blind xd

dire kernel
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maybe try collisionfidelity=precise

hollow ferry