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geo/M3DResolveOverlaps

Merges the overlapping shells of a manifold solid into one correct boundary.

Manifold Operations

Takes a solid whose bodies interpenetrate and returns the shape they actually describe. Before it runs, the region two bodies share is enclosed twice, so measuring the volume gives the sum of the parts; after it, the boundary is a single correct surface and the volume is the shape's own.

It works shell by shell: the solid is decomposed the way geo/M3DDecompose does it, and the pieces are folded back together largest first, unioning the outward ones and subtracting the cavities. A cavity therefore survives: a hollow part comes out hollow.

A solid already in one piece passes through untouched, and so does one whose bodies do not touch.

What it cannot fix is a SINGLE shell that passes through itself. No boolean can, and the manifold library has not yet written the algorithm that would. Feed such a mesh through geo/Clean and geo/Fuse first, or rebuild the region by hand.

Examples

Scenes you can open in the editor that teach this node.

A box with a tube through it, welded into one mesh and never booleaned, which is how such a part arrives from a modeller or in an STL. Both objects are the same solid, before and after geo/M3DResolveOverlaps, wearing a translucent material so the buried surfaces show: the left one carries the tube's wall on through the inside of the box, the right one is a single surface. The volumes beside them say the same thing in numbers.

geo/M3DResolveOverlaps

Modeling Import and export

See also

This page is generated from the engine, so it describes the release you can download. The same text is in the editor's Help panel next to the node itself.