Polygonal geometry can have different configurations or topology types in Maya. Understanding the characteristics of these topologies can be helpful when you need to understand why a modeling operation failed to execute as expected.
Two-manifold topology polygons have a mesh that can be split along its various edges and unfolded so that the mesh lays flat without overlapping pieces.
Non-manifold topology polygons have a configuration that cannot be unfolded into a continuous flat piece. Some tools and actions in Maya cannot work properly with non-manifold geometry. For example, the legacy Boolean algorithm, the Reduce feature, and Sculpting Tools do not work with non-manifold polygon topology. The image below shows three examples of non-manifold topology polygons.
- In the first example (the T shape), more than two faces share an edge. This is known as multiply connected geometry.
- In the second example (the “bowtie” shape), two faces share a single vertex without also sharing an edge.
This shape is also possible where two three-dimensional shapes share a vertex (such as two cubes meeting at a single point).
- In the third example, a single shape has non-contiguous normals (without border edges). That is, the normal on each polygon face points in an opposite direction. This is a less obvious example of non-manifold geometry.
The following operations in Maya can produce non-manifold geometry:
- Extruding faces or edges with Edit Mesh > Extrude.
- Reversing normals, without extracting geometry (Mesh Display > Reverse).
- Merging vertices, edges or faces into one vertex (Edit Mesh > Merge or Edit Mesh > Merge to Center ).
- Deleting one or more faces.
You can convert non-manifold topology polygons into two-manifold topology (including the less obvious case of adjacent faces with opposite normals) using Mesh > Cleanup.
Invalid polygon geometry
Some types of polygon geometry will not work in Maya. Invalid geometry includes vertices that are not associated with a polygon edge and polygon edges that are not part of a face (dangling edges). While Maya does not let you create these types of geometry, it may be possible to import these types from other software applications.
Maya, nonmanifold geometry issues. Solution?
How to ignore errors like: error: line 0: cannot reduce polygonal object with nonmanifold geometry…
Many tools (scripts) doesnt work in maya, cuz of nonmanifold geo.
No such problems with 3ds max, unreal or whatever. They just work with any geo. Unfortunately i have to work on maya. How to go around its limitaitons? Clean up didnt help at all.
For proxy out enviro, i dont need perfect geo to work with, but i need to have flexibility in tools such as mesh reduce.
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cleanup should find the issue.
could you show us what it does find? -
nothing works properly with non-manifold geometry, max just doesn’t let you create it
cleanup will find usually find your problems — it won’t necessarily fix them properly — usually telling cleanup to select and then manually deleting the problem components will get you there.
Alternatively, one thing that can help is exporting to FBX as that’ll shatter any verts contributing to non-manifold geometry — you’ll end up with a load of unwelded verts but at least the mesh will be valid.
if the geometry is utterly shit you should probably just rebuild it though
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The big issue with Maya is that you can’t delete verts or edges like say in Max or Blender. It only lets you delete in face mode. It makes cleaning the non manifold geo a pain. Maya seems to create bad geo just by selecting it. It seems to do it randomly. You make a boolean for example you get non manifold geo sometimes. Sometimes it works fine, same with quad draw… If you use Maya you just have to spend hours fixing bad geo. To clean bad edges I have to convert the selection to faces then delete.
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I see this sort of complaint fairly often.
While Maya is unforgiving, and frankly a fucking awful modeling tool it is entirely possible to manipulate geometry without generating shite — I do it all the time, as do many others.
If you find yourself having to clean up your own work all the time you need to reassess the way you build things.
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A trick I’ve found to work fairly often is to use mesh cleanup to identify problem vertices. Detach/split those vertices, then weld them again.
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The big issue with Maya is that you can’t….This isn’t true. Or, at least it doesn’t need to be. I have been using Maya for about 1.5 years but after about 6 months of use I was no longer having to work like this. Rarely ever do I touch the cleanup operation tool. If I do have bad geo it is always immediately clear how it was created, and cleanup takes a few seconds… I guarantee you I’m not a particularly smart person. Of course if you learn some other program first coming to a new one will be difficult. I’ll admit the one time I tried out max I lost my patience pretty quick. Compared to what I’m used to with maya, max seems very obscure and overly technical. But that’s just a noobies first impression, so it’s not worth squat.I am not sure what you mean about not being able to delete vertices. You can delete vertices. If regular delete does not work becuase its non-manifold, you use backspace delete. I think thats’ the hotkey anyway, I never need use it. But backspace delete removes an edge and all dependent vertices, or vice versa.
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Thank you poopipe ans sage for valueable insight!
Not exactly my geo. To proxy out stuff quickly, we tend to use free models. Fine with max… not with maya i see.
Do you apply cleanup tool in object mode with selected object, or with selected particular component?
btw: Ctrl + del, deleted edges with vertices. -
Delete doesn’t work like in other programs, like I said. I expect a hole in the mesh when I delete a vert, face or edge. It does not happen in Maya. So what I said is very true. To clarify, when you delete a face in Max, Maya, and Blender you get a hole in the mesh. When you delete an edge or vert in Max and Blender you get a hole in the mesh. When you delete a vert with backspace or the del button nothing happens. Again what I said is very true. When you do the same with an edge the edge is removed but the verts and face remain. Ctrl + backspace gets rid of the edge and verts but the face remains.
Dissolving an edge or vert is what happens when your press ctrl + delete or ctrl backspace. That doesn’t always work. Sometimes Maya makes two edges on top of each other. When it fails it seems totally random as well. What else doesn’t work sometimes, bridge, weld, target weld. It’s awesome to model in this program.
I take great pride in making clean geometry but I spend hours at times fighting the program because it just want to do weirdness. Maybe the student version of Maya comes with Grimlins, but I doubt it. I usually just use mesh cleanup if needed. I get the error when unwrapping at times.
At any rate I am not bashing Maya. I really have no interest. Max and Blender have their own issues. I was just sharing some workarounds I have developed to deal with how Maya at times makes cleaning up geometry a total hassle with Axcel.
Autodesk acquired Alias back in 2005. Modeling in Maya felt like a 20 year old modeling software back in 2017, after using Blender. Now that 2018 has the smart duplicate options I enjoy modeling in it a lot more, except when I get geometry issues. I just feel it shouldn’t be so flaky.
@Axcel I apply cleanup to the object in object mode. In the remove geometry I turn on lamina faces and nonmanifold geometry.
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i dunno, those things you mention never give me issues. It’s probably a matter of expectations. You have experience with many programs and thus expect things to work a certain way. And probably your typical workflow isn’t in perfect compliance with the way Maya works. But I only know maya, so the way I’ve developed of working just doesn’t develop any issues with common tools like bridge, target weld, etc. I used to, so I can imagine what you might be doing to cause these issues, which is why I suspect it’s more often user error case. Not implying you are a dummy or anything, just that you have workflow habits better suited to different programs.Like, to me, delete a vertex causing it to chamfer and make a hole seems counter-intuitive. Like adding extra steps I may not have wanted. Just doesn’t make sense. My normal workflows don’t usually have me deleting vertices at all really.Anyway, not trying to drag out some silly argument, but the thing is when more experienced people say things like «argh, maya sucks!» and some newbie reads that, then the next time they have some difficulty in maya they’re gonna quit and waste time trying to learn some new program when really they don’t know any better. I understand there is more nuance behind your decision making but when it gets distilled down to, «this program sucks» it just kind of perpetuates this bad attitude among lesser experienced folks.
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Thank you poopipe ans sage for valueable insight!
Not exactly my geo. To proxy out stuff quickly, we tend to use free models. Fine with max… not with maya i see.
Do you apply cleanup tool in object mode with selected object, or with selected particular component?
btw: Ctrl + del, deleted edges with vertices.That’s a workflow I can identify with, and one that maya doesn’t take naturally to.
Cleanup only works in object mode.
It’s best to be targeted with your selected options in the cleanup dialog when dealing with shit meshes.As I said, tell it to select rather than cleanup, pick a couple of related things to search for at a time, delete/weld them as appropriate and clear history between each step. Clearing history is important because old shape node information will interfere with results
The most insidious errors are unwelded coincident edges that share the same vertices. I’m not sure cleanup will detect those but you can usually spot them by highlighting border edges
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More useful info. Thanks poopipe!
Содержание
- What is a non-manifold mesh and how to fix it
- Non-manifolds ruin the fun
- But I still don’t know what a non-manifold mesh is!
- Please tell me there’s an automatic fix
- Creating terrains just got a lot easier.
- Maya Unfold/Optimize not working
- Replies
- Discussion Forum
- Meshing Error
What is a non-manifold mesh and how to fix it
In your journey through the world of CGI , you have probably come across the word non-manifold once or twice. Maybe you got slapped with a “mesh is non-manifold” error too and wondered how your mesh became non-something. Surely having a manifold mesh is better.
But what does it mean to be manifold?
A manifold is a mathematical concept related to space. In a manifold space, objects resemble euclidean space up close even though they might look different as a whole. For 3D , this means manifold objects look like a plane when seen up close. Take the earth or any large sphere for instance. It looks plain when you are standing on its surface, but the object itself is spherical.
The second feature of manifold objects is that they are continuous. They wrap without any end or beginning. Cubes, Spheres, Torus are examples of manifold objects while a plane is an example of a non-manifold since it’s not continuous. Yep, the good old plane is a non-manifold, who would’ve guessed?
Manifold space can have any number of dimensions and it gets weird real fast. But we only care about 3D , so let’s stick to 2‑manifolds. Wait, 2? Remember we use 2D polygons to build 3D shapes, therefore meshes are 2‑manifolds.
These concepts don’t apply only to computer graphics. Our entire universe and every object we will ever hold are 2‑manifolds. Life being 2‑manifold is what allowed techniques like UV unwrapping to work for CGI . Since we are building 3D shapes from 2D shapes, we can cut them and unfold them into planes in 2D space.
Disclaimer: I’m not a math guy, so I’ve tried to avoid lingo and keep it focused on 3D . If you are interested in the hardcore stuff, check out the Wikipedia page for manifold.
Non-manifolds ruin the fun
Non-manifolds complicate things. For one, they can’t be unwrapped without splitting the mesh. Having islands in the UV Map for continuous geometry is a recipe for a headache.
Boolean operations can give you trouble too. This has improved by leaps and bounds with Blender 2.80, so it’s not much of a problem anymore. Other software and algorithms may not take non-manifolds so kindly, though.
On the other hand, Manifold meshes are an absolute requirement for fluid simulations. They need meshes that have a clear separation between inside and outside, which Non-manifolds can’t give. Without a continuous surface, a mesh can’t encompass a closed volume and have an inside.
The biggest issue, and probably why you are reading this, is 3D printing. Remember how our universe is 2‑manifold? Non-manifold geometry can’t exist in reality. We can’t print floating vertices or walls with no thickness. Even the thinnest piece of paper has some thickness. Thickness is also needed to have volume, every object we print must have an internal volume. Even “open” objects.
That doesn’t mean non-manifolds are always terrible, but if you are modeling for something other than rendering you will want to fix them.
But I still don’t know what a non-manifold mesh is!
Non-manifold meshes aren’t always obvious, but it’s often easy to see that something about the geometry is wrong. The most common problem is an edge connected to more or less than two faces.
This also includes internal faces, since one of their edges has to be connected to three faces. Edges connected to only one face are called Boundary edges and they are also a non-manifold element. For instance, a plane is a non-manifold with four boundary edges.
Separate regions connected through a single vertex is what it’s called a bowtie. By regions, I mean multiple faces and edges, though two faces alone sharing a single vertex can also form a bowtie.
Loose geometry is also non-manifold since it’s not continuous and often doesn’t form a surface.
The most obscure problem is normals pointing in opposite directions for adjacent faces. This breaks the contiguous rule since one face is suddenly pointing the other way as if the surface was being twisted.
Please tell me there’s an automatic fix
Nope. To fix a non-manifold mesh you will have to get your hands dirty. But don’t worry, Blender has your back.
Want to get started right away? Use the select menu in the 3D view. Jump into edit mode and make sure all geometry is deselected first, then go Select > All by Trait > Non-manifold Geometry . You can also select more specific problems with loose geometry and interior faces .
Now that you know where the trouble is, you can use Blender’s modeling tools to perform surgery on the mesh. You can delete ( x ) or separate ( p ) loose geometry, fix normals ( Ctrl+N ) or merge vertices ( Alt+M ). Don’t forget about Merge By Distance, which can auto-merge vertices that are too close. We used to call this Remove Doubles in previous versions.
Interior faces can be deleted right away. Faces connected to more than three edges and boundary edges may take more consideration. A quick way to fix boundaries is to apply a solidify modifier or extrude inwards to create a volume.
I also recommend installing the Mesh Lint addon. Mesh lint lives in the mesh tab of the properties editor highlighting all kinds of problems. It even updates in realtime while you work! With this addon by your side, you can fix all non-manifolds and be sure you are not accidentally causing other issues like +6 poles.
As you can see, fixing a non-manifold mesh is easy once you know what is making it non-manifold. I hope you found this useful and are ready to tackle non-manifolds!
Creating terrains just got a lot easier.
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Maya Unfold/Optimize not working
Hi all, have got a very niche issue so not sure if anyone will be able to help, but would be great if anyone can pitch in. Whenever trying to use the Unfold/Optimize features of the Maya UV editor on a mesh I am now constantly getting a «// Error: Unfold3D process error» message. The features do work when unwrapping on simple objects like a cube, sphere, etc. but on more complex geometry it seems to get errors.
Have been trawling the net and pretty sure its based on the fact that I have a Ryzen 3900x CPU installed, causing conflict (another thread with the same issue: https://forums.autodesk.com/t5/maya-forum/unfold3d-process-error/td-p/8679506 ) Also works absolutely fine on my work PC, just not at home. I should add I’ve also updated the PC’s BIOS and downloaded the latest chipset drivers, but still same issue.
Has anyone had similar problems to this/found a work around? Any info would be greatly appreciated. Thanks!
@throttlekitty — Not every time, just on certain meshes that have more complexity than say the primitives, cubes, spheres etc. It could also be to do with non-manifold geometry, but have run clean up and didn’t seem to find any errors. When I extract polys from a mesh, say separate a hand from the body, the piece then unfolds fine — just not when they are one single contiguous mesh.
@oglu — Can confirm still happens on 2020.1.
Spilt the mesh in half and try to unfold both pieces. If one fails split that in half unfold those pieces and so on.
@sprunghunt Have done so, seemed to work after splitting off the hands for example. Only issue is how to find bad geo — I have ran cleanup with all settings and still doesn’t show any bad/non-manifold geometry.
Edit: The weird thing is, Unfold along U and V works great, just not the actual Unfold function Would be nice to be able to use Optimize as well, but for now just using the legacy version.
Many users on systems with newer, high-end CPUs like Ryzen 3900x series have reported issues and ‘Unfold3D Process Error’ messages when unwrapping or optimizing UVs. If you run Maya using one of these high performance CPUs, you can now set the environment variable MAYA_USE_ALTERNATE_UNFOLD_SHIM = 1 to use the Unfold3D tools. MAYA-103288
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Discussion Forum
Discussion Closed This discussion was created more than 6 months ago and has been closed. To start a new discussion with a link back to this one, click here.
Meshing Error
Posted 17 июл. 2012 г., 23:01 UTC MEMS & Nanotechnology, MEMS & Piezoelectric Devices, Geometry, Mesh 6 Replies
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I am new to COMSOL and am trying to model an electrostatically actuated cantilever where the beam is thicker near the tip than at the anchor. When I try to build the swept mesh, I get an error that says «Unsupported topology of domain: domain must be bounded by one connected face component only». What does this error mean? What is the best way to get around it?
I attached my model file where block 1 and 2 form the beam, block 3 is a grounded terminal, and block 4 is the surrounding air.
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first of all you can always use the default mesh that will work.
For sweep mesh you have some limitations, you cannot sweep over topology changes, what you can do is
1) remove or disable the specific union 1 node in your geometry sequence, then
2) to mesh the internal bloc side i.e. boundaries 25 26 27 (once the union has been removed) with tri or quad and then sweep your domains 2, 3, 4 ,5
Then you need to «convert» all external meshed boundaries of your blocks 2,3,4,5 to tri with a «convert» and add a final Free thet mesh for domain 1
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Thanks Ivar. I removed the union and switched to the default mesh (I used the physics defined mesh option).
I next wanted to sweep the voltage on the beam from 1 to 5V and added that to the study. When I ran the simulation, I got the following error:
Failed to find a solution for the initial parameter.
In segregated group 3:
Very ill-conditioned preconditioner.
The relative residual is more than 1000 times larger than the relative tolerance.
Returned solution is not converged.
I’m not quite sure what this means or where to go from here.
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1st you should patch your v4.3, check on the main website
You must check your model, several nodes are not defined, or do not have logical (in my sense) settings. This could come from the fact that when you removed the union, it changed the topology, therefore you must recheck your entity definitions. This is particularly important if you have not defined Selection sets from your different domain and BC lists
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I am simulating a electromechanics model with a beam covered by an air domain. I want to define the mesh by myself and I meet the same problem as presented one in this post.
I follow your steps :
1. add Convert node in Mesh, chose all boundaries of domain 2, 3, 4 ,5
2. add Free Triangular node, build it with «Remain» option.
first of all you can always use the default mesh that will work.
For sweep mesh you have some limitations, you cannot sweep over topology changes, what you can do is
1) remove or disable the specific union 1 node in your geometry sequence, then
2) to mesh the internal bloc side i.e. boundaries 25 26 27 (once the union has been removed) with tri or quad and then sweep your domains 2, 3, 4 ,5
Then you need to «convert» all external meshed boundaries of your blocks 2,3,4,5 to tri with a «convert» and add a final Free thet mesh for domain 1
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if you want to Sweep mesh through a set of domains, you need to add internal boundaries to make the geometry look like a cubic drawing. In your case it’s rather simple, on Block4 add two Layers (only to the LEFT) of respectively 8 and then 12 um, this cut the last block in plane with the internal items. In this way you can mesh the full cut surface (chose at 8 um from the left inside the block, and then sweep out
That should make the trick.
With sweep mesh the initial surface you have meshed need to be swept WITHOUT change all through the domain.
I’m using triangular mesh, it’s simpler and faster, if you want Quads you must work a bit more in manually defining the distributions along the edges
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Introduction -
What is a non-manifold geometry? -
Why you must have manifold meshes for 3D Printing -
How to fix non-manifold geometries -
Make sure your 3D model will be 3D printed
Introduction
3D modeling software can be great tools as they enable you to turn your ideas into shapes. On the other hand, they can turn into a nightmare when you run into design problems, such as non-manifold edges. It is a common case that you may upload a 3D file for 3D printing, but since it contains non-manifold geometries, it fails to be printed. In this post, along with other guidelines we provide you regarding how to fix your 3D files, we will try to figure out how to fix non-manifold issues and to prevent this kind of errors from happening. Let’s make sure together that you will prepare a printable 3D design!
What is a non-manifold geometry?
A non-manifold geometry is a 3D shape that cannot be unfolded into a 2D surface with all its normals pointing the same direction.
Normal is a vector that is perpendicular to the surface of an object. While 3D modeling, normals are parameters that the designer sets manually, or they are defined automatically by the software.
The image below demonstrates in an illustrative way what a normal is.
A vector field of normals on a surface – Image from Wikipedia
This is a very common error that may occur while creating a digital object. This is because during the creation of a 3D model some operations may create unattached surfaces or they may divide a surface. It may also happen that faces attached to each other are connected to a single point, and not to a single edge. Thus, you get a non-manifold edge. In addition, errors that create a shape without volume should be fixed or eliminated at all. Once you are in the 3D modeling software, these kinds of errors may not be visible, as you are dealing with the shape and the volume of the 3D model as a whole. Though, when 3D rendering, the 3D model is being converted into a 3D frame model. During this procedure, its edges and its vertices are being specified and the object is being drawn as a set of lines at the location of every single edge.
So, if a 3D model contains non-manifold modeling errors, will look different when rendering the 3D file. If its wireframe is not precisely determined, the software of the 3D printer will have difficulty in reading the file, so it may not succeed to print the object.
Why you must have manifold meshes for 3D Printing
Without getting very technical, non-manifold geometry is a geometry that cannot exist in the real world. Meaning that a 3D model can be represented digitally, but there is no geometry in the real world that could physically support it. Since the mesh of the 3D model is defined by edges, faces, and vertices, it has to be manifold. If it is a non-manifold mesh, it means there are errors in the 3D model that cannot define with precision the geometry of the 3D model. The software of the 3D printer is reading the exact geometric representation of a model so as to print it. Thus, in case the 3D design contains non-manifold modeling errors that prevent this precision of geometry, the 3D file will not be recognized by the 3D printer, and consequently, the 3D model will not be printed.
How to fix non-manifold geometries
Type of non-manifold error n°1: Multiply connected geometry
The shape in the image below represents a typical non-manifold geometry, which you can also find as “T-type”. In this case, there are three faces sharing a single edge.
Correcting non-manifold issues like this is easy: you should eliminate the non-manifold surface either by giving it volume or by deleting it completely.
Type of non-manifold error n°2: Several surfaces connected to a single vertex
In the following picture, we see another common non-manifold geometry, which is often called “bow-type”. In this case, there are more than two surfaces connected to a vertex. This is practically impossible, as there cannot be multiple faces sharing a common vertex but no edge.
This error could be eliminated by either disconnecting the cubes from each other or by deleting one of them completely.
Type of non-manifold error n°3: Open objects
This model represents a cube with surfaces with zero volume, as well as there are two missing surfaces. In the real world, this model cannot exist as it is.
In order to fix this geometry, you have two alternatives. Either to adjust the wall thickness of the box or to close the box with adding two new surfaces. In both cases, the cube has a valid volume and it can be 3D printed.
Type of non-manifold error n°4: Internal faces
In the following image, we see the wireframe of a cube. From this perspective, we see an internal face that is totally unnecessary.
This error can be easily fixed by just deleting the internal face. If you do not delete that face, the software of the 3D printer will have difficulty in reading your file.
Type of non-manifold error n°5: Opposite normals
In this example, we see a single shape with two adjacent faces which have opposite normals. This error could be hard to detect, as it is the least obvious one.
Once you detect the error, it is easy to fix it, by just reversing the normals, so that they point the same direction.
Make sure your 3D model will be 3D printed
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