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Voxel Remesher eventually creates lots of holes in a base mesh at small voxel size (~0.02m)
Open, Confirmed, MediumPublic


System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48

Blender Version
Broken: version: 2.81 (sub 15), branch: master, commit date: 2019-10-11 19:43, hash: rB60d02b336eaf
Worked: (optional)

Short description of error
Voxel Remesher eventually creates lots of holes at small voxel size in meshes like this while anything slightly more than around 0.015 to 0.02m doesn't provide enough expected detail to indicate if I'm going too small and collapsing the mesh by going below it, so it's like a drastic sudden breakdown at around that voxel size seen in the video provided. I tried scaling the mesh up and down and the issue persists. The normals are fine and the LocRotScale is applied. The problem is not seen with the head but happens often with a human body like this.

Exact steps for others to reproduce the error

[Based on the default startup or an attached .blend file (as simple as possible)]

Event Timeline

Close the hole on the neck first. Select the loop around the neck and fill with alt+F. Also you can join the body and head together as one mesh, apply transformations and modifiers.

Hey, Lucas, thanks! That seemed to be the exact problem here!

So I guess the issue is this happens if the mesh is open somewhere. I realize Voxel Remesher uses OpenVDB and therefore treats the mesh as a volume object and volume objects have to be closed to function right. I think that hole filling step should be somehow automated, and constantly having to go and manually find and fill them becomes gradually cumbersome, especially once you start intentionally dealing with a lot of stretching and self intersection and tearing inside sculpt mode itself, during say, the concept development phase. I guess it's just countering my intuition coming from something like Dynamesh which does the fill holes part by itself and that's why this open neck basemesh just dynameshed perfectly fine without holes when I exported it there. I also googled "vdb holes in mesh" and this issue seemed to come up in a Houdini forum as well so I don't know if this is fundamental to this OpenVDB groundwork, but I trust in Pablo and squad to come up with a solution to this :)
So thanks again, Lucas for the clarification!

Ruthwik (ruthwikrao) added a comment.EditedMon, Oct 21, 6:11 PM

Thanks for the revision, Pablo! You submitted this just before the question leading to this page was read on the livestream, it's surreal! :0
And yep, it makes sense why it should be disabled by default, but adding it to the remesher seems like one step saved (going to edit mode and using fill holes operator) and I appreciate it. Hopefully, it gets reviewed and added soon :)

Mind that T70719 happens with meshes with no holes, not sure if its really a duplicate

It also creates weird geometry inside the mesh.