Merge by distance produces unexpected results #78916
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Reference: blender/blender#78916
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48
Blender Version
Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-07-12 09:05, hash:
f319eec881
Worked: N/A
Short description of error
Merging vertices of a few straight edgeloops produces jagged edgeloop instead of straight one.
Exact steps for others to reproduce the error
by_distance.blend
Added subscriber: @zelfit
#98438 was marked as duplicate of this issue
#83273 was marked as duplicate of this issue
Added subscriber: @Diogo_Valadares
I never noticed it, it doesn't merge "at center", it merges on one of the vertices "randomly".
Yes exactly. It is kinda unpredictable and can create unnecessary problems when i simplify lowpoly for example.
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscribers: @ideasman42, @JacquesLucke
This might be a feature request, will let @ideasman42 decide.
Added subscriber: @mont29
Would call that a known issue/TODO. Current behavior is clearly not desired one, but code is behaving as expected (one vertex can only have one detected double, so depending on their order in the mesh both side ones will have center one as double, and merge into it, or the middle one will have one of the side ones as double and merge into it, and then the other side one will merge later when distance is further increased).
This likely needs quiet some refactor of the merge BMesh code...
Added subscribers: @mano-wii, @Stan_Pancakes
Added subscriber: @thinsoldier
Any chance of this being fixed this year?
Added subscribers: @Rigoletto, @OmarEmaraDev
I understand that it is by design, snapping to the first found vertex in the threshold,
but when i visually snapping to a vertex for merge, and then it is merged with another vertex is bad. You expect to merge what you see.
It should merge to the nearest in the threshold, to take randomize away and make it predictable.
If "Snap" is turned on it should use the snapping target instead.
Since the Merge by Distance geometry node has the desired behavior (i.e. merging to the average position), the addition of node-based tools in Blender 4.0 makes it trivial to create your own operation as a workaround: