Studio Beta: CSG Has a New Engine - Vroom, Vroom, Vroom!

I’m pretty sure it already does that.

There will be no visible change as the tools are the same, but the system should be way faster (up to 20x in some cases), and we will be making it even faster during the beta.

:crazy_face:

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Just set the collision fidelity property to PreciseConvexDecomposition. Anyways, this update only improves the speed of unioning. (EDIT: I just read through the post and you are using it, I wonder what’s causing it. That seems like it might be a bug.)

They should prompt an error message instead of Studio just crashing completly, could result in it not saving alll your progress.

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So let me get this straight, are unions now fine to use??

Of course crashing is not intended. Under normal circumstances this does not crash. File a bug report.

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Is this only valid for unions created with the new tools or is it for every union previously created?

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The last photo looks like one of the worst texture mapping fails and smooth shading errors I’ve ever seen. :neutral_face:

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Yeah, I’m pretty sure that every Union part that was previously shouldn’t disappear anymore.

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there is a bug in the csg engine whenever i try to union parts it changes the size for some reason

this is what happens after union

this is very annoying since i have a lot of weapons i need to optimize if there is a workaround pls tell me (i cant post in engine bugs so am posting here)

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also if possible cn anyone pls make a bug report on this since its very bad for my project and affects me gr8ly (updates r taking 10 times the usual time)

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Any update as to when this will be re-enabled? I know the posts above have said “a couple weeks” but it’s been longer than that… By any chance, does anyone have an estimated date?

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Sorry for the lack of updates–we discovered that a few of the issues you all flagged involved some major rework. We also built a new test harness to better catch issues before you all do :slight_smile: We’re aiming to re-enable this by mid-June.

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Wish they gave this type of feedback for other features like the Video Frames, Can’t wait to see this feature back in beta soon!

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Thank you all for the feedback so far and test cases. This has been invaluable for us. We’ve fixed all the issues you’ve found so far (except for one case with a very large model, which we’re working on), and the time has come for us to let you try the new CSG engine again. To enable it, select CSG Version 3 in the Studio Beta features.

Here is a partial list of issues we fixed:

  • Crashes when using not supported special meshes or mesh parts.
  • Crashes when changing the smoothing angle
  • Visual glitches (texture mapping and smooth shading)
  • Failed CSG unions (most of the models you provided do work now)

We also discovered a few additional issues that we will be fixing during the beta:

  • Unclear error messages
  • Scaling issues when separating unions
  • Very complex CSG union configurations fail in some situations

We’re looking forward to hearing how this works for you!

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Hey! thank you for the update. To clarify on this,

are you talking about just size, or model complexity? and if it’s the former, how big are we talking about? Thanks again :smiley:

Both. The model in question has around 8000 primitives.

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I’m a bit of a layman in this field, could you elaborate what ‘primitive’ means? if primitive has to do with part count, what about simply two parts? what would be the maximum size limit for those (* before expected behavior breaks down)?

Sorry, my bad. Primitives here meant basic parts (cylinder, sphere, box, or wedge). So 8000 basic parts.
This new engine doesn’t have an explicit limit (either in number of parts or in complexity).
However the more parts you have the slower it’s going to be to compute an union. We are working on an update to improve that and to make performances of incremental updates of CSG parts independent of the total number of basic parts in your model.

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Another factor to take into account is that the result of a CSG operation is limited to 20k triangles. This is enough for a lot of models but may not be for the most complex ones. In that case, you may want to break your model into several pieces not to lose in fidelity.

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