Exact boolean leaves behind odd vertices once Applied #80310
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Reference: blender/blender#80310
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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
Added subscriber: @deadpin
#81025 was marked as duplicate of this issue
Added subscribers: @howardt, @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
Can confirm.
@howardt : mind checking?
Thanks, I will check it out.
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
Changed status from 'Confirmed' to: 'Resolved'
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.