Massive joining
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 From:  rayman
1497.21 
Hi Michael !
Thanks this is the easiest !
Your Merger tool works great !
Thats what I was looking for........
I tried it on the mesh and it works ......fantastic.
The other option is good too.
But I have some 3 dimensional objects that I produce with lots of arrays
and the tool works better with them then making 2d first.
Would be fantastic to see the application built into Moi3d !! : )
Thanks
Peter
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 From:  Michael Gibson
1497.22 In reply to 1497.21 
Hi Peter, well there is a difference between the methods.

That tool just combines all the polygons together into one big object - this leaves a bunch of polygons on the "inside" part of the mesh - it basically does not generate an object made out of one single connected skin.

In other words, it is not a totally clean single volume.

For some purposes like rendering where you aren't looking at the inside that is not a big deal. For other purposes like manufacturing, this kind of messy interior is a problem.

The 2d method would create a completely "clean" volume without extra pieces hanging around on the inside of it.

- Michael
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 From:  rayman
1497.23 
Thanks Michael !
I understand that ...
If this would be implemented it should only be as
an option with a check .
Its usefull in most cases to have seperate object pieces for texturing
in other cases its easier to texture in one go !
Manufacturing is another pair of shoes : )
Peter

EDITED: 26 Mar 2008 by RAYMAN

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 From:  Frenchy Pilou (PILOU)
1497.24 In reply to 1497.23 
Is the previous OBJ utility added on the Wiki?

>Your Merger tool works great !
Little precision of word!
it's the "Boolean Union" tool
not the "Boolean Merge" tool !
---
Pilou
Is beautiful that please without concept!
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 From:  Michael Gibson
1497.25 In reply to 1497.24 
Hi Pilou,

> Is the previous OBJ utility added on the Wiki?

Not yet - I'll add it up there tomorrow though.


> >Your Merger tool works great !
> Little precision of word!
> it's the "Boolean Union" tool
> not the "Boolean Merge" tool !

I think maybe he was referring to that MergeOBJ.exe utility here instead of booleans?

- Michael
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 From:  Frenchy Pilou (PILOU)
1497.26 
Maybe :)
---
Pilou
Is beautiful that please without concept!
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 From:  rayman
1497.27 In reply to 1497.26 
Yes !
Thats what I tried out and it worked great !
I did not speak about the boolean tools they are great too ....
but thats what I started out with ... and had the problems with !
I have so many occasions were this tool is usefull.... ! :)
Thanks
Peter
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 From:  WillBellJr
1497.28 
I've noticed in MOI that at times when I can't get a join or a union to work with something, if I explode everything and then join/union piece by piece, I can then get everything joined together as desired...

-Will
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 From:  lwan
1497.29 
Just wanted to publicy thank you Michael for the GREAT support, your joining fix completely fixed the problem and I just joined a 400MB object made of hundreds patches successfully, and in a really short computation time (rhino failed here).

Thank you very very much.
Erwan
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 From:  Frenchy Pilou (PILOU)
1497.30 In reply to 1497.29 
massive attack :)
---
Pilou
Is beautiful that please without concept!
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 From:  rayman
1497.31 
Massive thanks !
; )
Peter
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 From:  lwan
1497.32 
btw, sorry to get back again and again on multithreading :s
but couldn't MoI use one thread per object when doing such operation ?
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 From:  Michael Gibson
1497.33 In reply to 1497.32 
> but couldn't MoI use one thread per object when doing such operation ?

Hi Erwan - well the way joining works is not so much on a per-object basis as it is a processing of all the open edges.

The tricky part is that also some edges may be modified during the join process, for example when 2 are glued together, or when an edge is split into multiple edges.

Algorithms that do modifications in the middle of them tend to be more difficult to break apart into parallel tasks that can be handled by multiple threads.

The other thing is that something like "one thread per entity" really doesn't work very well, because that actually creates too many threads to be optimal - to make best use of resources there shouldn't be more threads than CPUs. So the way it usually needs to work is to maintain a kind of queue of work items and parcel those work items out to be processed on different threads.

It is not typically a very easy task to take a chunk of existing code that is not built with this in mind and then change it to do that... It tends to require a significant rewrite of the code, not just a minor modification.

- Michael
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