Compound surface issue

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 From:  Brent (BPOTTS)
11210.1 
Hello,

I'm trying to resolve some issues with this object. My ultimate goal is to convert this to a poly mesh for further editing in Blender.

However, in it's current state, when I convert it, the mesh is pretty chaotic. Take this corner for example (in yellow). I don't know how to properly describe it, but in polygon terms, there is a lot going on with the edges in this area. There are subtle things happening that when it converts, creating a lot of overlapping geometry (see red arrow).

So what I hope to do is to delete some faces and use some MOI operations to restructure the corner in the screenshot. But I'm not sure how to approach it. I included a Dropbox link to the 3DM, STP, and also the converted OBJ file.



3DM
https://www.dropbox.com/scl/fi/mmblfsc6bfwdetn3fof2w/cover.3dm?rlkey=ddd9gps6m4ef3ty9ejs37yq1a&dl=0

STEP
https://www.dropbox.com/scl/fi/6r2ntedhlomuxf1w51113/cover.stp?rlkey=jzddrubh47c28pjhmiqdow0hh&dl=0

Converted OBJ
https://www.dropbox.com/scl/fi/vatz8j0jdgnsfepdpqrzo/4.obj?rlkey=cf43jm28ffjwzn0246w6lz67v&dl=0

EDITED: 16 Sep 2023 by BPOTTS

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 From:  Phiro
11210.2 In reply to 11210.1 
I think, your problems come from some naked edges at this place.

But you model is made with plenty of naked edges between surfaces.
Naked edges are not bad at border of polysurfaces but inside a polysurface, this source of errors because MoI, I think, can't know if this this an hole or join between surfaces.

Fix it to see if is a good solution for your needs.

Have fun...
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 From:  Brent (BPOTTS)
11210.3 In reply to 11210.2 
Right, so, I think that describes my issue, those naked edges. So then I'm wondering what operation will connect those?

Whatever I do I can't seem to get MOI to execute anything on the object. The factory I got this from was from overseas, and I have no idea what program they used. But it didn't translate to MOI too well.
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 From:  Michael Gibson
11210.4 In reply to 11210.1 
Hi Brent, so yes "naked" edges (edges that only belong to one face instead of being joined between 2 faces) are not good for meshing because the mesher does extra work on joined edges to make sure the mesh vertices have a common watertight structure there.

On naked edges each edge gets vertices generated all on its own and that can make for little cracks in the mesh structure.

re:
> So then I'm wondering what operation will connect those?

It's the Edit > Join tool. To try and rejoin something already partially joined like you have here you would first need to use Edit > Separate to break the object into individual surfaces and then you can select it all and attempt a new join.

However edges need to be within a pretty tight tolerance of each other to be joinable. If the model is not very accurate with too much of a gap between 2 edges that can prevent join from working.

One trick that can help is to scale the model down before doing the join.

In your case here if you select the object, then run Edit > Separate, then run Transform > Scale and in the Scale command type 0 <enter> to use 0,0,0 for the scale origin and then type in 0.01 <enter> to scale it down by 1/100 in size, then Edit > Join and then Scale up by 100 (repeat previous steps but use 100 for scale factor).

In your case here that reduces the number of naked edges from around 700 to 100 and does seem to get the one you were asking about. I tested using the v5 beta which you can get at https://moi3d.com/beta.htm .

That should get rid of any actual cracks in that spot. You still may not like the generated mesh in that area though because the UV quads that are generated at the start of the meshing process are kind of close to each other, this situation tends to make for some skinny triangles. To tune this you could export using n-gons instead of triangles (it's good to view the n-gon structure even if you want to output triangles because it shows you what is the base polygons that are being triangulated) or also use the "Divide larger than" mesh parameter to dice up the UV quads a little more first before trianguilation, try something like Divide larger than = 5 or Divide larger than = 2.

- Michael
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 From:  Michael Gibson
11210.5 In reply to 11210.1 
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 From:  Brent (BPOTTS)
11210.6 In reply to 11210.5 
Hi Michael!

Boom, that suggestion worked! Even though the mesh is still a bit chaotic (no way around that, but still better than before), the shading is now TONS better. And that's all I was really looking for. I'll have to play around with your last tip regarding the fine tuning at some point. But for now, just doing the transforms worked good enough.

I haven't tried out the Beta V5 yet, but I'm going to check it out for sure.

Thanks for your help on this! I appreciate all you do.

Brent
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