I know you’re happy with the “solid” mesh but I explored some ways to get a “Closed Brep” solid. The extremely high density of your mesh defeated most attempts because they took far too long. Finally I thought of a way that is rather fast, taking less than a minute! You may wonder how I got the number 179 for the ‘U’ input to SrfGrid… Can you guess?
The next best method took half an hour, despite the deceptive profiler times. I’ll post the code without your mesh, you can add that (and wait patiently) if you want to try it:
Thanks for the followup! Very cool to see the different approaches.
I’m assuming you got the 179 from deriving that the mesh has 179x204 vertices, but I’ll admit that I don’t know how you got there. I have it myself a few steps before I internalized the mesh to share here, but I’m guessing you did something like:
The reason I used Sort Points is because CullPt(Cull Duplicate Points) left the unique points in a corrupted sequence. However, Sort Points will also only work when the grid/mesh is square with ‘World XY’. Surely there are other methods but SrfGrid assumes a rectangular shape anyway, which is likely to be aligned with ‘World XY’, so let’s move on.
The mesh produced by version ‘Aug3a’ has some problems:
General information about this mesh:
Mesh has 1724 naked edges. Naked edges can cause problems if the ultimate goal is STL output.
Mesh has 36134 faces with directions different from the mesh as a whole.
This can cause problems if you're doing mesh boolean operations with it.
Mesh does not have any degenerate faces.
Mesh does not have any ngons.
Mesh does not have any extremely short edges.
Mesh does not have any non manifold edges.
Mesh does not have any duplicate faces.
Mesh does not have any self intersecting faces.
Mesh does not have any disjoint pieces.
Mesh does not have any unused vertices.