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Font remesh bug in modifier stack.
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Description

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GT 630M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35

Blender Version
Broken: ever
Worked: Never

Short description of error
Its working in viewport, but we cannot apply the remesh modifier, to result in a 2d font mesh.
I think somewhere the remesh modifier should understand its text and thus the result is 2D, next other modifiers could then better make use of it.

Exact steps for others to reproduce the error
Fonts have been a bit problematic for years now, triangles are not an artists friends here, always requiring fixes eating away our time.
However I noted though that the Remesh modifier works on it, but only in viewport mode, a font can perfectly remeshed but it becomes a strange object then.
We cannot apply the modifier, despite we see it in screen, It would be great if this got fixed, and resulted in a 2D mesh object.
(or have it as an option output to stay backwards compatible).

I'll add a simple blend file, to make the problem more clear.
If font-remesh, would work and result in a 2D mesh object, a shrinkwrap, would work next a solidify might become usable or a simple extrude modifier.
(an extrude modifier would be a future request, and be ideal for parametric modeling, geometry node ),

With the current bug I cannot apply the remesh then extrude the font
I checked also material nodes to get this effect, but fonts are still unknown there

In the end my goal is to pop the text upon the heart for a 3d printing project, the heart and text are just examples, it would be nice for many other 3d printing projects.

I'm aware there are other ways to create the text, but they all require a lot of manual fixing, and thats not ideal,
If this all worked in a modifier stack text could be changed when we would go in edit mode, and thats handy...
For example, you 3d printed a project number on a round surface, now a few prints later the project got changed and the number must change...
So thats, why i hope this can be made to work, not only in viewport (it looks great there) but also next modifiers, would be able to use it.

This might sound close a future request, but as remesh works in the view, it just needs to result in a better output the current output isnt handlable by followup modifiers and thus thats a bug.

[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

Event Timeline

Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Needs Information from User.Jun 29 2021, 12:52 PM

This is not really a bug, remesh just needs thickness to work properly.
Not saying this could not be made to work, but atm. this works as designed/expected.

I am not totally sure if I really understand the problem of applying though.
If you need the final mesh for printing, this should be already done when exporting?
You could also do Object > Convert > Mesh to get the final mesh.

In regards to "pop the text upon the heart" in a non-destructive way, couldnt you

  • still use the text extrude with a very low value (to get thickness for the remesh
  • weld these though with a weld modifer (to get back to "2D")
  • subd and shrinkwrap stay as they were
  • then use solidify (to get the "pop")

Does this work for you?

Yes well thats the point, ideally one would be able to have an option so it becomes a mesh, as one cannot do apply the remesh modifier on text object (despite you see the result in the viewport).
Just try to aply it (you should try it) a result of this is that one cant use it in boolean unions neither (it becomes a strange object, unable to use it to do a bit more advances modifier tricks.

Idealy the remesh modifier should output a real mesh which would be usuable for boolean actions for 3d printing.
While if we would edit such object we can edit it as text.

So, if I understand correctly now, the issue is:

  • text objects cannot be used as targets in certain modifiers (e.g. boolean, others?)
  • text objects do not work as inputs in the boolean geometry node

Right?

Peter Boos (PGTART) added a comment.EditedJun 30 2021, 1:13 PM

Yes.
While the remesh modifer is very close to solving it.
But this modifier is not yet nailing it yet.
Although it outputs a mesh, the output isnt usuable by boolean object modifiers.

Especially the remesh function has a potential here since it makes it all nice cubes too, which is much better then triangle based fonts.

Someone is working on allowing the Text Object’s mesh to be used by other modifiers. See:
D11272: Boolean targets can now be any object providing a MESH in GeometrySet

Philipp Oeser (lichtwerk) closed this task as Archived.Jul 1 2021, 2:00 PM

I have reconfirmed blender.chat these two are not considered bugs:

  • text objects cannot be used as targets in certain modifiers (e.g. boolean, others?)
  • text objects do not work as inputs in the boolean geometry node

Of course, these would be very nice additions (as can already be seen in D11272 -- thx for the link @Evan Wilson (EAW)), but in the end, current situation is expected behavior.
Thanks again for the report, but will archive.