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How to make a mesh manifold.

  1. T

    I'm trying to 'limit dissolve' the mesh in the attached .ifc.

    It does not work, because (as i researched) the mesh is non-manifold.

    Is there a way to make it 'manifold'?

    The steps i've taken, to try, create a fragment mesh--see image below.

  2. J

    Did you try to merge vertices by distance?

  3. J
  4. E

    Maybe extract the vertices, and then create a manifod mesh via Delaunay tool software

  5. T

    @JanF said:

    Did you try to merge vertices by distance?

    Thanks, yeah, tried this, no go. :\

  6. T
  7. T

    @emiliotasso said:

    Maybe extract the vertices, and then create a manifod mesh via Delaunay tool software

    Maybe i did it wrong, but unfortunately it doesn't create an exact match...

  8. J

    Ok, can you be more specific about what doesn't work? The mesh is manifold (except obviously for the edges) and limited dissolve/decimate modifier seem to work as expected:

  9. J

    @theoryshaw attached is a nearly non-manifold version of your file - according to the 3D-Print toolbox. So much data has been lost it'll be useless, but may highlight some of the most problematic areas. It's from a hybrid effort in Blender and Meshlab, and the procedures I couldn't repeat as I resorted to click and hope.

  10. T

    @JanF This is what happens on my side when i select...

    I made sure to download the file attached to this forum post too, just to make sure i had the same one you did.

  11. J

    Ok, I'm using blender 3.6.1 and an older Blender bim. I'll try to check with the newest version, I think the normals might be flipped. I'll also check which bbim version works, so we can file a bug.

  12. G

    This mesh is WEIRD. Every face is duplicated. Meaning for every triangle there are 2 associated faces, one pointing up, and one pointing down. I suggest you enable "Face Orientation" in the overlays. Faces should either be red, or blue by default. If they're pink, there's a problem. In edit mode select a face, then Select > Select Similar > Normal and increase the value in the lower left panel until pretty much all faces are selected. Then Mesh > Delete > Only faces.

  13. T

    That unlocked it! Thanks @Gorgious!

  14. C

    @Gorgious said:

    This mesh is WEIRD. Every face is duplicated. Meaning for every triangle there are 2 associated faces, one pointing up, and one pointing down.

    This is a feature, not a bug, in certain visualization workflows. For example Sketchup has an option to export dual-sided faces so that a mesh doesn't "disappear" when the camera is looking at the "bottom" of the mesh (direction of the normal returns light away from the camera, not towards it).

  15. G

    Yup I do understand why it was done, but I think it is the wrong way to go about it. You're basically doubling the number of triangles (and thus file size and gpu memory) to achieve a feature that can be done by just checking a checkbox that is available in any (good) rendering engine. I think this thread is a good example of why double sided illumination should be handled by the rendering engine and not the topology :) Or at the very least the duplicated faces should not reference the same vertices, this is bound to make any 3D software bug out. I don't think it is even allowed to construct this kind of mesh in Blender, at least not without a python script.

  16. J

    Confirming that the problem does not exist in Blender 3.6.1+BBIM 0.0.230902:

    Also looking in the ifc file, I see no duplication of the faces. I suspect a Blender BIM bug or some kind of deviation in the file from the ifc standard which the newer BBIM doesn't handle well.

    Reported:

    https://github.com/IfcOpenShell/IfcOpenShell/issues/4985

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