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Christiaan

Any idea why my stair object is doing this?

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22 minutes ago, Jim Smith said:

Is the landing part of the Stair object or is it part of a Slab?

 

 

Yes would be good to see where stair ands and landing begins + adding or

deactivating top riser could maybe close the whole.

I think it is something with the riser not being vertical and resulting overlapping

of the side polygon.

 

I heard they know about some problems but can't remember it that was already

(not really) solved in SP2 or still coming.

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Yes, landing is part of the stair. This is not the top step and nor does deactivating top riser seem to help. Test file attached if you'd like to have a swing at it.

test-file.vwx

Edited by Christiaan

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It looks like it is the result of the 2nd flight being in front of the first flight and generating a geometry conflict due to overlap in the hidden line render. If you set it to merge cross sections in the advanced properties it will go away. Setting it to a differrent kind of render makes it go away as well. If you reverse the direction in the OIP it also no longer shows.

I'd submit this as a bug.

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It does some strange Meshing anyway.

Look at most Face Normals pointing inwards, but not all.

Or the Faces with a Normal that do not show all Edges.

And that strange separation of the Landing in 2 Slabs.

The one Normal between Landing and last Riser or Risers

pointing completely off = either not coplanar or redundant

Vertices. 

At this amount of complexity also not optimizable or alienable

automatically. You may have to align by hand and redraw some

missing or corrupt Polygons.

 

 

 

Screenshot-42.thumb.jpg.af69569b9bbbbd96b4738d923ef402be.jpg

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And Backface culling on.

This is what you would get into Modo or a Game Engine.

 

Screenshot-44.thumb.jpg.265206c7688215533c26b608578805c9.jpg

 

Screenshot-45.thumb.jpg.290cb88b43f7c06b10096ed6551a1ea6.jpg

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