Weld threshold removed from symmetry in 2022?

Weld threshold removed from symmetry in 2022?

Anonymous
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Message 1 of 87

Weld threshold removed from symmetry in 2022?

Anonymous
Not applicable

This seems like a really strange thing to remove. What's the solution for that now? It's making a huge mess of my verts.

19,504 Views
86 Replies
Replies (86)
Message 61 of 87

OccultMonk
Advocate
Advocate

I have not used 3dsmax 2022 or 2022.2 because of this implied problem. Do you say that the complaints in this thread about 2022.2 still not working properly are unfounded? The comments in this thread imply that the slicing part of the symmetry modifier still gives unwanted results/problems. The problem is not just the welding part that seems fixed. Thanks!

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Message 62 of 87

logan_foster_adsk
Autodesk
Autodesk

2022.2 just launched a couple of days ago. Changes were made to the Symmetry modifier to resolve this issue and have an improved ability to find matching vertex pairs across the symmetry plane. To ensure that there is file compatibility these changes were "versioned" into the Symmetry modifier, you will only notice the improved thresholds when you apply a new Symmetry modifier in 2022.2 or if you promote the version via maxscript $.modifiers [#Symmetry].ResetVersion()

The vertex cleanup along the symmetry planar can also be adjusted via maxscript if you want it to support really small values via $.modifiers Symmetry.EdgeCollapsePercent = 0.01 (this value will be exposed as a spinner in an upcoming release)

 

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Message 63 of 87

gandhics
Advocate
Advocate
You can always install different version at the same time and check by yourself.
As long as all of my test files shows the problem is gone.
Also if you use Use Proximity Weld, it should use old method.

Again, for everybody. if you have any case that 2022.2 still causes a problem, please send files to dev.
TO fix anything. they need to reproduce first.

Also make sure to add a fresh new modifier.
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Message 64 of 87

OccultMonk
Advocate
Advocate

So this problem is solved? Anyone still have problems in 3dsmax 2022.2 ?

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Message 65 of 87

bruno.santanaborges
Explorer
Explorer

Still not working.

I noticed it works fine on primitives, but if its an editable poly [or edit poly] it does not.

Try to reproduce this way:

Add any primitive or object
Add the edit poly modifier
Add the symmetry modifier with the "Slice Along Mirror" turned on
Add Push modifier to make the gap visible.

Now you can see that the weld does nothing, no option works.

The only workaround i found was to put the "Vertex Weld" modifier on top of the Symmetry modifier.

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Message 66 of 87

gandhics
Advocate
Advocate

Just tried. No issue here.

gandhics_0-1633505109055.png

 

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Message 67 of 87

bruno.santanaborges
Explorer
Explorer
Did you turn on "Slice Along Mirror" on the Symmetry modifier?
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Message 68 of 87

gandhics
Advocate
Advocate
Yes.
If you have issue, the best way to report is sending file.
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Message 69 of 87

logan_foster_adsk
Autodesk
Autodesk

Tried your steps and wasn't able to reproduce things here Bruno. Here are some things to try:

1) Ensure that you are running 3ds Max 2022.2 (it was just released)

2) If you are loading an existing 3ds Max scene with the Symmetry modifier already applied to your mesh and have a weld issue, use the maxscript $.modifiers [#Symmetry].ResetVersion() to promote the version of symmetry on the selected object to the 2022.2 updates

Note: New scenes created in 2022.2 do not need to have this version promotion applied. Versioning is only applied to old scenes to ensure that the older data can be loaded into newer versions of 3ds Max without any visual changes.

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Message 70 of 87

Noren2
Advocate
Advocate

Hi @gandhics, thanks for your reply!

 

Note that I was referring to hidden/internal edges within a polygon. I probably should have made that clearer in the image. It was also an exaggerated example to show clearly what's happening. I've added a second, more subtle example that's more likely to occur in an everyday workflow on the right based on the problem that happened to me at the start of the thread.

While there are simple workarounds, like connecting the edges by hand, they aren't always practical depending on the situation, starting objects and desired degree of automation. Basically, the modifier shouldn't touch edges it doesn't cross, hidden or not.

 

As for the proximity weld (see the geosphere in the example images), the old Symmetry modifier had a true proximity weld around the seam, which potentially might lead to bad geometry in some cases, but mostly does a good automated job of cleaning up the geometry around the symmetry plane (while leaving vertices further away untouched).

In the new one, I can crank the distance as high as I want and only what Max identifies as vertex pairs are welded (or so it seems). Like said, passing the vertex/edge selection of the slice further up the stack might be an alternate solution to that.

 

Top image is 2022, lower one 2019 (modifiers applied anew) I attached the files, too. My extreme case (upper left) fails in 2019 as well (hadn't checked that before) but the blue shape works in 2019 while 2022 complete changes the internal/hidden edges in that case, too. Haven't looked further into why, might be because the green shape is sliced and the blue is just the half. Ideally, both would not touch any edges the slice doesn't cross.

 

As for the geosphere, 2019 does a true proximity weld around the seam while 2022 doesn't. 

 

Symmetry2022.jpgSymmetry2019.jpg

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Message 71 of 87

gandhics
Advocate
Advocate

Thanks for the file. A file is always 1000x better than image. 🙂

 

So, green case is same as before.

 

Blue case is because it is poly. If you feed mesh, it doesn't happen.
Poly doesn't have a notion of hidden edges, it would likely just re-triangulate after topology changing operations. 3dsMax doesn't guarantee the hidden edge to be remain same when poly/mesh conversion happens.

gandhics_0-1633896041599.png

 

Green case is interesting. I guess dev would check. But, I personally OK with the new behavior. IF I really want to force old one. I would just use Vertex Weld.

 

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Message 72 of 87

Noren2
Advocate
Advocate

Thanks a lot, @gandhics! Turning to mesh seems like a viable solution (not sure why I didn't test that), but it would be better if it wasn't necessary like in 2019. 

 

As for the sphere, the weld in 2019 is based on the slice and distance threshhold. Other parts of the mesh aren't affected. To imitate that in an automated way with a vertex weld, I'd need the edge or vertex selection from the slice to be passed up the stack (e.g. selecting open edges wouldn't do the trick as there's no guarantee there aren't any other open edges in the mesh). Maybe you can think of something?

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Message 73 of 87

gandhics
Advocate
Advocate

@Noren2 wrote:

 

As for the sphere, the weld in 2019 is based on the slice and distance threshhold. Other parts of the mesh aren't affected. To imitate that in an automated way with a vertex weld, I'd need the edge or vertex selection from the slice to be passed up the stack (e.g. selecting open edges wouldn't do the trick as there's no guarantee there aren't any other open edges in the mesh). Maybe you can think of something?


Hmm.. so this is a little bit tricky. It looks like 2019 is choosing verts based on distance from slice plane. Actually this was reported as detect(top elements being affected by weld) and one of reason why the weld logic has been changed.

gandhics_0-1633898111446.png

I assume Symmetry is outputting sliced verts selection, I guess it will be helpful.

But, if there was actual gap, the verts wouldn't be selected so it could be not a complete solution.

 

I think outputting sliced verts selection and pass up to stack is a good idea in anyway.

 



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Message 74 of 87

Noren2
Advocate
Advocate

Yeah, that makes sense, thanks! I'd probably offer everything as an option, but of course that looks less neat.

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Message 75 of 87

brandonhall32
Contributor
Contributor

I'm getting the error of the sym modifier not welding the seams. I have taken the threshold from .001 to 20. I attached a screengrab and the file.

 

 -B

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Message 76 of 87

logan_foster_adsk
Autodesk
Autodesk

Hi Brandon,

 

I loaded your scene into the latest beta build of 3ds Max I am not seeing the same hard edge showing up along the symmetry line that your image was showing. I am not sure if this solves the problem or not, but please let me know.

 

Logan

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Message 77 of 87

brandonhall32
Contributor
Contributor

@logan_foster_adsk  Thanks so much for replying. I dont understand how its not showing the problem for you. Is Vertex weld turned off? If not, turn that mod off and look again. If its still not showing up. Then I am completely confused. I'm using Max 2020.2 Update (24.0-24.2.0.2334).

 Thanks again for trying.

 

 -B

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Message 78 of 87

logan_foster_adsk
Autodesk
Autodesk

If you are using 2020.2 there are various updates that have taken place between now and then for Symmetry and Turbosmooth that have been released or are currently in beta. So that could be the discrepancy that you are seeing.

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Message 79 of 87

brandonhall32
Contributor
Contributor

That's odd, because my AD manager says I have all available updates installed. Which ones am I missing and AD isn't telling me about?

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Message 80 of 87

logan_foster_adsk
Autodesk
Autodesk

The latest public release is 3ds Max 2022.2. Beta contains various in-development builds and is an invite only thing that we would have to add you to. 

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