Merge arrays leaving edge marks (exposed by GP Lineart) #96846
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Reference: blender/blender#96846
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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)
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
Added subscriber: @frogstomp-4
Added subscribers: @ChengduLittleA, @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
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:
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):
So I guess this is technically not a bug but more of a feature request?
I took some notes... We could potentially have an automatic handling of such cases.
Changed status from 'Confirmed' to: 'Archived'
Added subscriber: @ZedDB
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:
It would be impossible to automatically determine what is the real face that the user want, it's best to keep the input clean.