Shell offset calculation taking forever...

 From:  Michael Gibson
6987.2 In reply to 6987.1 
Hi Ken,

> Any advice? Is there a 64 bit multi-threaded version that would chew
> through this work faster?

Sorry, no there's no 64-bit version yet and only some specific targeted areas utilize multi-threading. It's a difficult task to make things use multiple threads, work has to be isolated into very separate discrete chunks that can be operated on independently and many operations do not easily lend themselves to this structure. It tends to be one of the most difficult areas to program for effectively, it tends to be easy to have subtle bugs that are hard to detect and only reveal themselves under certain timing conditions. So it usually requires a very concentrated effort to do it well.

MoI does use multiple threads currently in 2 main areas - it's used in the display engine for feeding stuff to the graphics card, and also it's used in the meshing engine when you export to a mesh format like OBJ or LWO formats.

re: Offset taking forever - is it possible for you to post the 3DM model file with the surfaces you are trying to offset? It's a lot easier to give advice when viewing the actual geometry.

Just in general offsetting and shelling in MoI is not really all that robust, it is one of the weaker areas of the geometry library that MoI is based off of. There are also many situations that can make for a highly complex offset result like if you have tight bends in your surface and you are trying to offset it by an offset distance that is greater than the radius of those bends - that will make an offset result that bunches up awkwardly and tries to stick back through itself self in a self intersecting way.

- Michael