Merge arrays leaving edge marks (exposed by GP Lineart) #96846

Closed
opened 2022-03-29 09:24:20 +02:00 by Aleš Jelovčan · 9 comments

System Information
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.91

Blender Version
Broken: version: 3.2.0 Alpha, branch: master (modified), commit date: 2022-03-28 17:21, hash: 21e72496a6
Worked: probably never

Short description of error
Certain walls do not get merged properly (see image)
image.png

Exact steps for others to reproduce the error
Please find the file attached:

1.) add default cube
2.) add array modifier, use merge
3.) add Lineart

merger.blend

**System Information** Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.91 **Blender Version** Broken: version: 3.2.0 Alpha, branch: master (modified), commit date: 2022-03-28 17:21, hash: `21e72496a6` Worked: probably never **Short description of error** Certain walls do not get merged properly (see image) ![image.png](https://archive.blender.org/developer/F12953510/image.png) **Exact steps for others to reproduce the error** Please find the file attached: 1.) add default cube 2.) add array modifier, use merge 3.) add Lineart [merger.blend](https://archive.blender.org/developer/F12953509/merger.blend)

Added subscriber: @frogstomp-4

Added subscriber: @frogstomp-4
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Added subscribers: @ChengduLittleA, @lichtwerk

Added subscribers: @ChengduLittleA, @lichtwerk
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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I think this can be observed even without the modifier (or if you apply the modifier).

Think the way the Edge Crease edges are detected have way for improvement, @ChengduLittleA ?

I think this can be observed even without the modifier (or if you apply the modifier). Think the way the Edge Crease edges are detected have way for improvement, @ChengduLittleA ?

@lichtwerk thanks for testing.

I don't think this is a fault of lineart. As you can see in example, the bottom edges are are gone, which is what I would expect with others too.
Desired result of the merge would be an equevalent of extruding from a plane 3 times in this example.

Take a look at this exploding commieblock:
image.png

Ideally with having X,Y,Z arrays I'd be able to merge and get rid of those lines, but on mesh level this would mean getting rid of planes also.

Testing with just planes, I see edge merge is working correctly (one array has merge on, the other off):

image.png

So I guess this is technically not a bug but more of a feature request?

@lichtwerk thanks for testing. I don't think this is a fault of lineart. As you can see in example, the bottom edges are are gone, which is what I would expect with others too. Desired result of the merge would be an equevalent of extruding from a plane 3 times in this example. Take a look at this exploding commieblock: ![image.png](https://archive.blender.org/developer/F12954026/image.png) Ideally with having X,Y,Z arrays I'd be able to merge and get rid of those lines, but on mesh level this would mean getting rid of planes also. Testing with just planes, I see edge merge is working correctly (one array has merge on, the other off): ![image.png](https://archive.blender.org/developer/F12954047/image.png) So I guess this is technically not a bug but more of a feature request?
Member

I took some notes... We could potentially have an automatic handling of such cases.

I took some notes... We could potentially have an automatic handling of such cases.
Member

Changed status from 'Confirmed' to: 'Archived'

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

Added subscriber: @ZedDB

Added subscriber: @ZedDB
Member

After a discussion with @ZedDB we concluded it's best not to "guess" what the real topology is, a good example would be a shape like this with internal faces:

图片.png

It would be impossible to automatically determine what is the real face that the user want, it's best to keep the input clean.

After a discussion with @ZedDB we concluded it's best not to "guess" what the real topology is, a good example would be a shape like this with internal faces: ![图片.png](https://archive.blender.org/developer/F12959491/图片.png) It would be impossible to automatically determine what is the real face that the user want, it's best to keep the input clean.
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Reference: blender/blender#96846
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