If you modify an existing PartOperation by doing any additional operation (like unioning or subtracting a part) it will rebuild the entire model with the improvements enabled.
Looks expected to me. Are you expecting it to look different?
yep, that’s how pole topology looks like, its used to reduce the triangle count
Very good update, especially thanks for fixing the polygonal topology (I think the studio will reach a new level in simple modeling). I haven’t tested the update yet, but I still recommend using Blender or other 3D modeling programs to create models. I usually used union as a last resort, but will probably use it more often now…
I’ve continued to experiment with this and took it to the next level.
This would not have been possible beforehand. If we can get more camera features support like orthogonal projection, I could perfect this visual art of fractal geometry!
Cylinders lose their roundness when split into a quarter cylinder (Also happens when split in half):
Cylinders.rbxl (75.0 KB)
Disregard, all fixed: Studio Solid Modeling (CSG) Performance and Robustness Improvements - #67 by karlos_800
Also running into deformation issues (Doing individual pieces also has it’s own issues):
Edit: interestingly, this one is occurring even with the beta disabled
Deformation.rbxl (53.6 KB)
Disregard, all fixed: Studio Solid Modeling (CSG) Performance and Robustness Improvements - #67 by karlos_800
you most likely have Mesh Detail Level
to the lowest setting or in auto
looks cool! will this new upgrade affect physics of union in some way of removing wallhoping on solid block?
I’ve got Mesh Detail Level set to 4
Ah, all issues fixed now. Thanks.
They should fix that, it makes no sense for it to be less quality the higher it is
It has unfortunately broken decals that are then added to unions. I make csg cars and im trying to make a livery on my csg car however stuff like this keeps happening
Hey, thanks for letting us know! The goal with this update is to be fully backwards compatible. Can you provide a file that reproduces the the decal issue?
I’m not sure if this is intentional or not, but prior this, a union’s material direction would be based on whichever part you had selected first, which this no longer seems to be the case.
It now always takes on the direction of one of the parts, no matter the selection order.
Selecting either one first will result always in this direction
Without the beta enabled though, if I select the lefthand (horizontal) part first, it’ll go in that direction.
I used to utilize this method of first-selection quite often when fixing for example wood grain or other Materials or MaterialVariants on Unions, it was pretty handy for when you’re lazy or don’t have access to external software to unwrap and fix the textures into their intended direction.
@pho01proof was this intentional? Hopefully not but if it is, a reasoning would be nice.
I have noticed some issues with this being enabled. For example, a door frame:
Before BETA has been enabled:
After BETA has been enabled:
After stretching the part to be 1 stud thick instead of 0.2 studs thick:
Hey, is the part far away from the origin? Right now we use a tolerance that is proportional to how far away you are from the origin. We have a fix for this incoming and I’ll give an update once that has landed. In the mean time you can either do the union after moving the parts to the origin or you can disable the beta.
Hey! Thanks for trying out the beta and thanks for catching this issue. Will look into it.
It is indeed - that sounds good, thank you. I have disabled the Beta for the meantime.