Joining meshes (open mesh)

Hi guys,

I’ve run into a little problem with one of my projects. The pattern and inside are two different meshes, creating an open mesh. is there a way to join them togheter into a single closed mesh?

Gh_mesh_join.gh (59.2 KB)

I’m not using Nautilus so I don’t see the whole definition. Anyway, I think the splitting of the mesh is a separate issue.

Here’s how I would do it:

  • Split the Brep and join it again for Quad Remesh. Remeshing the entire object ensures that the mesh boundary is coincident.
  • Use the open edges of the split breps as guide curves.
  • Extract the face centroids and check which ones are inside the extrusion you used for splitting.
  • Cull faces twice. Once with the original pattern and once with the inverted pattern.

As a check I joinedd the two meshes and the mesh eddges component does not show any naked edges.

Make sure the displacement with Nautilus does not modify the boundary and the result should join.

Gh_mesh_join_mrtn.gh (53.9 KB)

Hi Martin,

thanks for the reply. I’ve added the scrip but it’s still two meshes. visualy there doesnt seem to be any gaps near the edges but it still doesnt join into a single edge. did i do something wrong?

Gh_mesh_join 2.gh (63.9 KB)

See how the meshes are in paths {0;0} and {0;0;0}?

You need to flatten the inputs so the component actually does anything…

That did it… sort of. I now have one mesh but it’s open.

I think its a problem with the catmul clark subdivision, cause when i remove it i get a closed mesh.

Meshes only join when the vertices are coincident within tolerance…

Try to do the same subdivision (3) on the second part.

Not on my PC but I think mesh join just add a mesh to another mesh. They merge 2 lists of point in a bigger list without trying to find the duplicate. You must use weld mesh. There is one in Kangaroo (combine and clean) ,Nautilus ,Ngon and Weavebird

In my example above, the two mesh parts join into a single mesh.

Gh_mesh_join_mrtn_cache.gh (58.6 KB)

Thanks for all the help, that fixed it :slight_smile:

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