I’m doing boolean operations on a cylinder… basically I’m making holes.
And artifacts are being generated that I don’t know how to eliminate.
I could take the mesh to Blender. But the idea is to do it in Unreal using C++ or Blueprint.
Does anyone know what tool I should use to remove the artifacts?
I feel this a topology issue, can you show wireframe when problems occurs. It is generally when the topology not matching the geometry creating problem.
A workaround the problem would be, getting the corner radius and making sizing (up down ) with delta increments in respect to corner radius: So corners never conflict with big cyclinder edges resultin in a better topology?
Also you recalculating normals? that can maybe a little bit improve but still there would be artifacts in my opinion when it comes to topology.
Yeah seems that tiny geometry on the topology causing issues (like generally everytime).
Well with respect to what you are doing since I don’t know all the sandbox of constraints for the tool you are creating.
The most easy way to if the base mesh generally static, is to avoid corner overlaps when a delta change happens. So it increases like 10x 20x units depending on the radius. Ofcourse this is as you see a blunt force solution
Yeah that problem is quite common on booleans, on blender too, did a lot of geometry scripting tbh on my game atleast, but never too much booleans. Generations slices, cuts etc. Will run some experiments to work around.
I’m just starting out… I’ve only been using this for about three days. But it seems like a very powerful tool. And I love that you can modify it if you don’t like the result. I think Houdini works this way too… but it’s much better if you can do everything directly in Unreal.
Yes, booleans in Blender are a real pain. I try not to use them at all.
allright so atleast I have some replication on it to share with you. I only was able to replicate this when I use split normals on dynamic mesh generated. If I don’t use it, it doesn’t occurs.
After poking around with the split normals a higher value of angle generally solves issue or using split normals data as new layer.
however without this, atleast on blueprint nodes seems it just patches the uv for the added geometry which keeps the texel desity, seams intact outside. So if you don’t recalculate uv it seems its fine on BP. However a better control for tool can be nice with box projection