Exact boolean leaves behind odd vertices once Applied #80310

Closed
opened 2020-09-01 05:42:55 +02:00 by Jesse Yurkovich · 10 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: AMD FirePro W2100 ATI Technologies Inc. 4.5.13493 Core Profile Context FireGL 22.19.693.256

Blender Version
Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-08-31 22:30, hash: 4e06afb0a1
Worked: (newest version of Blender that worked as expected)

Short description of error
The new Exact boolean seems to leave behind several odd vertices if you Apply the modifier in certain circumstances. Even without applying you can see shading artifacts if the boolean'd object has Smooth shading enabled on it.

It's difficult to determine where these verts are coming from… perhaps from internal triangulation of the mesh during boolean processing?

Exact steps for others to reproduce the error
exactbool-rogue_verts.blend

  • Open the provided .blend
    • Contains a 32 sided cylinder with a 32 segment Torus subtracted from it using Exact mode
  • You can already see the issue if you enable "Smooth shading" for the cylinder
  • Apply the boolean
  • Go into Edit mode for the Cylinder and notice the following
    • A Merge-by-Distance operation is required to remove 175 vertices (which is already odd; expected at most 64 really and ideally 0 to be removed)
    • Rogue verts. See below:

rougue-verts.png

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: AMD FirePro W2100 ATI Technologies Inc. 4.5.13493 Core Profile Context FireGL 22.19.693.256 **Blender Version** Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-08-31 22:30, hash: `4e06afb0a1` Worked: (newest version of Blender that worked as expected) **Short description of error** The new Exact boolean seems to leave behind several odd vertices if you Apply the modifier in certain circumstances. Even without applying you can see shading artifacts if the boolean'd object has Smooth shading enabled on it. It's difficult to determine where these verts are coming from… perhaps from internal triangulation of the mesh during boolean processing? **Exact steps for others to reproduce the error** [exactbool-rogue_verts.blend](https://archive.blender.org/developer/F8828031/exactbool-rogue_verts.blend) - Open the provided .blend - Contains a 32 sided cylinder with a 32 segment Torus subtracted from it using Exact mode - You can already see the issue if you enable "Smooth shading" for the cylinder - Apply the boolean - Go into Edit mode for the Cylinder and notice the following - A Merge-by-Distance operation is required to remove 175 vertices (which is already odd; expected at most 64 really and ideally 0 to be removed) - Rogue verts. See below: ![rougue-verts.png](https://archive.blender.org/developer/F8828028/rougue-verts.png)
Author
Member

Added subscriber: @deadpin

Added subscriber: @deadpin

#81025 was marked as duplicate of this issue

#81025 was marked as duplicate of this issue
Member

Added subscribers: @howardt, @lichtwerk

Added subscribers: @howardt, @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Can confirm.

@howardt : mind checking?

Can confirm. @howardt : mind checking?
Member

Thanks, I will check it out.

Thanks, I will check it out.
Howard Trickey self-assigned this 2020-09-04 15:58:40 +02:00
Member

The rogue vertices are, I think, remnants of diagonal intersections that were not removed, but I need to investigate this more.

The many unexpected merge-by-distance verts removed is, I think, because the torus and cylinder probably use slightly different math to make the matrices used during their formation, so the vertices don't coincide exactly. The new code is not trying to merge close vertices, so for now, that part is "working as intended" for the new code.

I will leave this open to see what is going on with the obviously rogue vertices.

The rogue vertices are, I think, remnants of diagonal intersections that were not removed, but I need to investigate this more. The many unexpected merge-by-distance verts removed is, I think, because the torus and cylinder probably use slightly different math to make the matrices used during their formation, so the vertices don't coincide exactly. The new code is not trying to merge close vertices, so for now, that part is "working as intended" for the new code. I will leave this open to see what is going on with the obviously rogue vertices.

Added subscriber: @costa

Added subscriber: @costa
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Member

Commit 16ca295278 fixed the merged in bug, #81025 . The rogue vertices in the example of this bug are only seemingly rogue. There are actually some very skinny triangles that use them. This is the result of the same issue noted above: different math for torus and cylinder leading to very slightly different vertex positions.

Commit 16ca295278 fixed the merged in bug, #81025 . The rogue vertices in the example of this bug are only seemingly rogue. There are actually some very skinny triangles that use them. This is the result of the same issue noted above: different math for torus and cylinder leading to very slightly different vertex positions.
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Reference: blender/blender#80310
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