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View Full Version : how do you create an invalid mesh?


Boxsmiley
08-22-2003, 04:22 PM
i seem to be having a difficult time trying to boolean mesh's that are in some way or fashion Invalid. There must be a way for max to fix this problem not manually, but through an automated utility or technique so i don't spend hours upon hours welding or collapsing open ended edges. So i want to try and find out what is an invalid mesh...maybe if i can create an invalid mesh and then fix it i can understand the process somewhat better. So if anyone knows how to create an invalid mesh using standard primitives please speak up. Thanks.

ToddD
08-22-2003, 04:30 PM
I think a valid mesh is closed, no open holes. What are you trying to achieve? I think I may have read this in another forum nearly 2 weeks ago, and my advice stands, avoid booleans for complex meshes. Maybe post a pic so we can see what you are working with. Good luck!


:thumbsup:

RealThing
08-22-2003, 05:14 PM
A good way to find the problems in a mesh is to use an STL check modifier.

Boxsmiley
08-22-2003, 09:32 PM
Thanks Tbonz i will post a pic soon, RealThing i actually do use STL checker, and i find that i have no errors except in the open edges department. Is there a way Max can fix this automatically. I mean there is about 800 or so errors and i would hate to do that all manually! :shame: So maybe there is a technique or utility that can help me get rid of all those open edges quickely and efficently, or atleast reduce it to around 100 or so. Thanks for the help! :)

RealThing
08-22-2003, 10:59 PM
Well correcting mesh problems is very situation dependent. So depending on the situation their may or may not be an automatic fix. In some cases selecting all the verts and welding with a small tolllerance can correct these issues. Other case a cap hole modifier may do the trick.

grambo
08-23-2003, 07:02 PM
Try a plugin called Power Boolean (I think that's what it's called!) It does a much better job than the standard Boolean (I think based off of an algorithm from Nendo?).

ToddD
08-24-2003, 12:45 AM
I for 1 disagree with recommending a costly plug-in as a substitute for proper modeling. In a studio environment you may not have the luxury of having the plug-in, stick to traditional means IMO.

grambo
08-24-2003, 01:04 AM
I agree with you about not relying on third party plugins. Often its not in the budget for your production. The question you have to ask yourself is this. The plugin costs $195 US. How much time does it save you?

I guess it depends on how long it takes you to fix your models in labour costs.

Up to you!

ToddD
08-24-2003, 06:19 AM
My thought is that what is trying to be achieved can be done through conventional methods. A good foundation will negate the need for the plug. I have tried the Powerboolean demo, good for unsmoothed meshes, but, while it did produce good results for smoothed meshes, the poly count was pretty heavy to achieve a good result IMO. I'm not against purchasing a plug-in, but for me at least, I am confident that I can model whatever I need, and do so in a more poly efficient manner.:beer:

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