Boolean problem - Difference #67852

Closed
opened 2019-07-28 20:48:57 +02:00 by Jørgen Holst-Rasmussen · 7 comments

System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86

Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-24 14:22, hash: 507ffee6e1
Worked: (optional)

Short description of error
documentation of Boolean Bug. Pictures and blend file.

Exact steps for others to reproduce the error
The attached Blend file has consistently demonstrated the error every time I try to use the Boolean Difference opreation on the "windows" array. I have tried loading and reloading the file.
The model itself is Manifold and should not pose a problem.

1.jpg

2.jpg

3.jpg

4.jpg

hogwarts - boolean bug.blend

**System Information** Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 **Blender Version** Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-24 14:22, hash: `507ffee6e1` Worked: (optional) **Short description of error** documentation of Boolean Bug. Pictures and blend file. **Exact steps for others to reproduce the error** The attached Blend file has consistently demonstrated the error every time I try to use the Boolean Difference opreation on the "windows" array. I have tried loading and reloading the file. The model itself is Manifold and should not pose a problem. ![1.jpg](https://archive.blender.org/developer/F7634174/1.jpg) ![2.jpg](https://archive.blender.org/developer/F7634176/2.jpg) ![3.jpg](https://archive.blender.org/developer/F7634178/3.jpg) ![4.jpg](https://archive.blender.org/developer/F7634180/4.jpg) [hogwarts - boolean bug.blend](https://archive.blender.org/developer/F7634182/hogwarts_-_boolean_bug.blend)

Added subscriber: @JorgenHolst-Rasmussen

Added subscriber: @JorgenHolst-Rasmussen

Added subscriber: @zeauro

Added subscriber: @zeauro

There are already holes in the wall.
Issue is due to your first attempt.

OK , now. You are trying to substract in more depth. But now, side faces of cylinder mesh are exactly at same position than side faces of holes in wall made by previous attempt.
So, here, for a machine, there is no way to know which face have to be ereased, which one has to be kept.
And that is logical that some part of array are deleted and other kept.

So, solution is simple. You just have to dissolve vertices created by previous attempt. And, then, boolean modifier will work as it is expected.

There are already holes in the wall. Issue is due to your first attempt. OK , now. You are trying to substract in more depth. But now, side faces of cylinder mesh are exactly at same position than side faces of holes in wall made by previous attempt. So, here, for a machine, there is no way to know which face have to be ereased, which one has to be kept. And that is logical that some part of array are deleted and other kept. So, solution is simple. You just have to dissolve vertices created by previous attempt. And, then, boolean modifier will work as it is expected.

Added subscribers: @howardt, @WilliamReynish

Added subscribers: @howardt, @WilliamReynish

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Howard Trickey was assigned by William Reynish 2019-07-29 00:26:17 +02:00

@howardt This seems to just bump up against current limitations of the boolean subsystem, rather than being a true bug. Something for you to look into perhaps.

@howardt This seems to just bump up against current limitations of the boolean subsystem, rather than being a true bug. Something for you to look into perhaps.
Member

Yes, this is an example of one of the main problems I am hoping to fix with my boolean redesign: that is, when there are coplanar intersections. Thanks for the example; I can use it for testing.

Yes, this is an example of one of the main problems I am hoping to fix with my boolean redesign: that is, when there are coplanar intersections. Thanks for the example; I can use it for testing.
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Reference: blender/blender#67852
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