Boolean works not badly - multiprecision/float round trips #83136
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#83136
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: Windows 10 64BIT version 20H2
Graphics card: Built-in NVIDIA GEFORCE 820M
Blender Version
blender-2.91.0-31bf8307afc0-windows64
Short description of error
Boolean (exact) works not good. There are some remained faces
CLOCK ENGINE HOUSE.blend
Please see attached image and .blend file.
Added subscriber: @qvinh222
Added subscriber: @AnityEx
Try recalculating normals beforehand (shift+n in edit mode)
Added subscriber: @howardt
Changed status from 'Needs Triage' to: 'Archived'
The problem here is different trips in and out of floating point, with different transformation matrices, lead to coordinates that should logically be the same in fact having very slightly different values. In this example, the cylinders are subtracted from the Cube, leaving some cylinder-derived coordinates on the resulting mesh. Then the cube-minus-cylinders thing is subtracted from the big cylinder (Cylinder005), leaving more cylinder-derived coordinates on the big cylinder. The finally, the original cylinders are subtracted from that last result -- the user expects that the cylinder-derived coordinates will exactly line up with the corresponding ones on the original cylinders. This is not an unreasonable expectation.
But: because each individual modifier ends by going back into floating point coordinates, it is not guaranteed that that expectation will be true.
This is a known limitation, so I am marking this as Invalid. Sorry, Invalid seems harsh here, but there is not a "Known Limitation" status.
The only way I can think of to fix this limitation is to do all modifier calculations in exact arithmetic, passing the exact-arithmetic result of one modifier to the others that use that result. This would require major surgery on the way modifier stacks work in Blender, and unlikely to be done any time soon, if ever. Maybe the move to "everything nodes" could allow for a new type of geometry pass-through, "exact geometry", that could solve this problem.
Boolean works not badlyto Boolean works not badly - multiprecision/float round trips