> Ah! that explains it. I was under the impression that the edges would have the
> same number of points since they were derived from a fillet with a fixed radius.
That's certainly not an unreasonable impression... I explored it a little bit to see why, and it turns out that those fillet corners have underlying surfaces that are slightly larger than the edge boundary, they have trim curves on them that trim them back to the piece that you see.
Having the underlying surface larger was affecting the meshing, because part of the meshing involves subdividing the surface, in addition to breaking up the edges.
I was actually able to fix this up by shrinking the underlying surface right up to the trim boundaries when doing the meshing, this makes all those pieces have a consistent structure and that particular filleted box is now all regular quads along those edges. So that's another little step forward for cleaner output.
I was thinking earlier today that it should be possible at some point to output ngons along trimmed areas such as booleans, sort of by doing trimmed quads as ngons... However this may be a bit difficult to do so it might be a v2 thing...
- Michael
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