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What is with the bad meshes and invalid vertices?

Posted: Wed Sep 14, 2005 6:25 pm
by Frances
In one file, I had a problem with one object in Rhinoll 6.x giving MW a bad mesh so that it wouldn't render.

In another more complex scene, I got hundreds of bad mesh errors from MW using v7.0 where I had none before with 6.x. How in the world could one figure out which objects aren't meshing properly? I ended up having to mesh the entire scene to get it to render.

Posted: Wed Sep 14, 2005 7:47 pm
by NicoR44
Indeed it would be great to have two extra functions in Rhinoll.

One:
A button select all bad meshes.

Two:
A button select all objects without material assigned to it.

Posted: Wed Sep 14, 2005 8:35 pm
by sidenimjay
Frances,

i havent worked with rhino, but when i get these errors from houdini it is generally due to a boolean operation or cliping that leaves single points or lines or ngons that dont triangulate nicely when building from vertices rather than points

if you have modeled the scene then perhaps you can remember which objects were booleans
or clipped you could just hit those again . . . if there are models that you didnt create, then
i dont have an easy way to help figure which ones are the bad ones :(

as a side note :
the houdini plugin reports which object is currently being processed for rendering so you can tell pretty quickly which ones are bad . . . perhaps there is a way to make the rhino plugin a bit more verbose when processing objects . . .

Posted: Wed Sep 14, 2005 9:01 pm
by Thomas An.
NicoR44 wrote:Indeed it would be great to have two extra functions in Rhinoll.

One:
A button select all bad meshes.

Two:
A button select all objects without material assigned to it.
Interesting suggestions.

Thanks