randomly boolean behaviour #30565
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Reference: blender/blender#30565
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%%%1) am an end-user issues with Blender binaries
it is a real bug
it is intended to work by development
it is repeatable consistently
Checked on another computer (by rking on irc://freenode/blender).
previous release dose not have this problem.
Report
OS version=OSX 10.7.3
3D card=AMD Radeon HD 6770M, 512MB
RAM=16GB
CPU=i5 4 Core 2.7 GHz
Blender version(s) you tested=
minimum instructions:
must change the rotation of cube 3 to 0.0001 for it to work
must change size of second sphere to .8x.8x.8 for it to work
%%%
Changed status to: 'Open'
%%%We've got a new boolean implementation, which may succeed/fail in different situations than the previous one. I get this message in the console:
WARNING! <-0.50000010838224251408235,-0.449834598124567386356887,-0.560210702961086992601736>==<-0.50000010838224251408235,-0.449834598124567386356887,-0.560210702961086992601736>
WARNING! <-0.50000010838224251408235,-0.449834598124567386356887,-0.560210702961086992601736>==<-0.50000010838224251408235,-0.449834598124567386356887,-0.560210702961086992601736>
uncontained hole loop does not share vertices with any face loop!
CSG failed, exception /Users/brecht/dev/git-blender/blender/extern/carve/lib/triangulator.cpp:899 "didn't manage to link up hole!"
Unknown internal error in boolean
After doing Remove Doubles it works better, the corners on the inside of this mesh seems to have quite a few duplicate vertices which may be confusing the boolean code. Assigned to Sergey, not sure if this is considered a bug.%%%
%%%It's a failure of edge classifier. Me and Tobias are aware of this and issue and it was already reported here and assigned to me. Will ask Tobias if he've got some progress on resolving crash on windows (in fact it's assert abort in stl) and if not will add workaround which should make it behave in the same way as linux.
Noticed another issue which is related on shading. Its' a regression caused by rev44960. Already working on this.
Anyway, thanks for the report, closing.%%%
Changed status from 'Open' to: 'Archived'
%%%I think I ran into the same problem from another angle, and felt it worth registering for.
I just tried to make a groin arch, and while boolean/difference modifier DID work, it produced a Very Messy set of vertices. I ended up with multiple vertices in spots.
Earlier, when I tried to create the same arch, but had my overlapping cylinder meshes the same size as the cube I was modifying, it crashed. Increasing the length it protruded from the cube on 5 sides, from exactly zero to a positive number fixed that.
I don't know if this will matter much longer, or if ngons will render it a moot point.
I have the .blend with the dirty vertices still.%%%