Object masking via Boolean Difference leads to damaged object. #85933

Closed
opened 2021-02-23 23:34:12 +01:00 by Dan Rockstreet · 9 comments

System Information
Operating system: Windows 10
Graphics card: Nvidia GeForce GTX 750

Blender Version
Broken: 2.91.2 2021-01-19 16:15 Hash 5be9ef4177
Worked: ..

Short description of error
Boolean function "Difference" not working correctly, regardless if done in Blender with CTRL + Minus or via BoolTool
All objects have the Scale applied, in order to avoid any scaling problems

Exact steps for others to reproduce the error

  1. a narrow and long cube is arrayed by "object offset", a rotated Empty (red, green and blue objects called Laser_red, Laser_green, Laser_blue)
  2. I wanted to mask the lasers behind the cylinder bars
    3.a. Laser_red without masking. Laser_red directly perpendicular to cylnder bar
    3.b. Laser_blue with masking object "Mask_cube_blue", to hide laser beams behind bar. Laser_blue directly perpendicular to cylnder bar
    3.c. Laser_green with masking obejct "Mask_cube_green" behind cylinder ba, like 3.b. The laser_green, though, is slightly rotated. Additionally, array Modifier was applied.

In Laser_blue, 1 laser beam is missing.
In Laser_Green, many laser beams are missing.

grafik.png
Laser_beams.blend

**System Information** Operating system: Windows 10 Graphics card: Nvidia GeForce GTX 750 **Blender Version** Broken: 2.91.2 2021-01-19 16:15 Hash 5be9ef417703 Worked: .. **Short description of error** Boolean function "Difference" not working correctly, regardless if done in Blender with CTRL + Minus or via BoolTool All objects have the Scale applied, in order to avoid any scaling problems **Exact steps for others to reproduce the error** 1. a narrow and long cube is arrayed by "object offset", a rotated Empty (red, green and blue objects called Laser_red, Laser_green, Laser_blue) 2. I wanted to mask the lasers behind the cylinder bars 3.a. Laser_red without masking. Laser_red directly perpendicular to cylnder bar 3.b. Laser_blue with masking object "Mask_cube_blue", to hide laser beams behind bar. Laser_blue directly perpendicular to cylnder bar 3.c. Laser_green with masking obejct "Mask_cube_green" behind cylinder ba, like 3.b. The laser_green, though, is slightly rotated. Additionally, array Modifier was applied. In Laser_blue, 1 laser beam is missing. In Laser_Green, many laser beams are missing. ![grafik.png](https://archive.blender.org/developer/F9832802/grafik.png) [Laser_beams.blend](https://archive.blender.org/developer/F9832807/Laser_beams.blend)
Author

Added subscriber: @dan.rockstreet

Added subscriber: @dan.rockstreet

Added subscriber: @deadpin

Added subscriber: @deadpin

It looks like enabling the Self option for the booleans allows much better results in both cases. However, it causes a great increase in processing time.

The issue is probably due to a lot of overlapping "blades" of the lasers, not the boolean object per-se:
blade-overlap.png

It looks like enabling the `Self` option for the booleans allows much better results in both cases. However, it causes a great increase in processing time. The issue is probably due to a lot of overlapping "blades" of the lasers, not the boolean object per-se: ![blade-overlap.png](https://archive.blender.org/developer/F9833038/blade-overlap.png)
Member

Added subscriber: @filedescriptor

Added subscriber: @filedescriptor
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

I cannot reproduce this on the latest 2.93.0 Alpha, branch: master, commit date: 2021-02-24 05:16, hash: 8d50a3e19e.
image.png
It seems that the beta still has this issue, although, as @deadpin mentioned, you could use the Self option to solve this.
~~Could you try the latest alpha from https://builder.blender.org/download/? ~~

EDIT: I just noticed that the alpha version also removes some beams, but different ones. Using Self works though.

I cannot reproduce this on the latest 2.93.0 Alpha, branch: master, commit date: 2021-02-24 05:16, hash: `8d50a3e19e`. ![image.png](https://archive.blender.org/developer/F9834467/image.png) It seems that the beta still has this issue, although, as @deadpin mentioned, you could use the `Self` option to solve this. ~~Could you try the latest alpha from https://builder.blender.org/download/? ~~ EDIT: I just noticed that the alpha version also removes some beams, but different ones. Using `Self` works though.
Author

Hi Jesse/David

thanks for spending time on answering.

Using "Self" works indeed, but in my system with GTX 750 it gets so very slow... also in 2.93.0 alpha
Impossible to use in a live presentation where I can check if the laser beams are safe or not in certain situations.

I tested with the Solver set to "Fast" instead of "Exact" and it works - all beams are now viewable. Probably this is the opposite of what to expect between Fastand Exact;-)

grafik.png

Hi Jesse/David thanks for spending time on answering. Using "Self" works indeed, but in my system with GTX 750 it gets so very slow... also in 2.93.0 alpha Impossible to use in a live presentation where I can check if the laser beams are safe or not in certain situations. I tested with the Solver set to "Fast" instead of "Exact" and it works - all beams are now viewable. Probably this is the opposite of what to expect between *Fast*and *Exact*;-) ![grafik.png](https://archive.blender.org/developer/F9834728/grafik.png)
Member

Changed status from 'Needs User Info' to: 'Archived'

Changed status from 'Needs User Info' to: 'Archived'
Member

Will close this for now as it seems to work properly with "Self". Feel free to open a new report if you have any other issues.

Will close this for now as it seems to work properly with "Self". Feel free to open a new report if you have any other issues.
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Reference: blender/blender#85933
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