Curve Fill Node creates edges where there should be none #98517
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Reference: blender/blender#98517
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System Information
Operating system:Windows 10
Graphics card: Intel integrated
Blender Version
Broken: (3.1.2, 3.2.0, 3.3.0 )
Short description of error
You can already see in the spreadsheet that there are 2 extra edges that are not shown in the viewport. But they are there. They mess up the "mesh island" node also, which shows only 4 mesh islands instead of 6.
To actually see the unwanted edges you need to apply the modifier and enter the edit mode. They will appear then and they will remain visible now even when you go back into object mode.
This "Bug" will not happen if you convert the mesh to curve outside the geometry nodes (right click in the viewport - Convert to curve). Look at the hidden object named curves. If you use the "Curve Fill" node to this curves object, the result is good, with no extra edges. This could mean that the problem lies inside the "mesh to curve" node.
Curve Fill Node creates edges where there should be none
Exact steps for others to reproduce the error
Added subscriber: @Jure-Markovic
Added subscriber: @mod_moder
Changed status from 'Needs Triage' to: 'Confirmed'
I can confirm. The problem is in the fill node.
The triangulation mode also solves the problem, I suspect that the problem is in the N-gon mode.
2022-05-31 14-35-48.mp4
Edit: There can also be an arbitrary number of them, depending on the position of the source polygons.
This comment was removed by @mod_moder
Added subscriber: @pundr
@erik85
Can you take a look at this?
Added subscriber: @erik85
Removed subscriber: @pundr
Added subscriber: @PratikPB2123
Added subscriber: @howardt
I think @howardt is a better match for this as he wrote the delaunay 2d code.
It seems to work when I add this line to first remove the outer edges as in the triangulation mode, but there's probably a more efficient way to do this in the "leave_valid_bmesh" function.
Here's a simpler way to visualize it.
Erik's change looks right and pretty efficient, so I will commit that change later today unless Erik wants to do it himself.
Sure, you can commit it. I haven't really tested it myself, just very quickly on one mesh so I'm not confident that it works.
This issue was referenced by
f24d32f791
Changed status from 'Confirmed' to: 'Resolved'
So, in which earliest version of Blender will this fix be implemented?
Thanks for your work!
Probably tomorrow's patch
But what build? 3.2 Stable?
3.2 stable is already released, so 3.3 stable I suppose. or download the daily build tomorrow.
Sorry to be such a pain, but nobody actually answered my question. Tomorrow's build, ok. But what number is that build? 3.3 beta? Or an experimental one?
And, if I may ask another off topic question, since you are all so kind, are you saying when a stable build is once released, no patches can be added to that version?
Thanks
Daily builds of experiments, do fixes usually get there first?
The daily build is built every night from the most recent code base (master). You can find it at https://builder.blender.org/download/daily/ Right now it's called 3.3.0 alpha.