Tessellate and Stitch Point or STL Data
Point
Cloud Tool Tab
Icon
(Part Level)
Use this command to tessellate
3D point data into inter-connected and therefore traversable vertices
and edges. The connected edges form a series of triangles. If
a set of STL data is tessellated it will result in the same exact set
of triangles but they will be fully inter-connected and sewn together
(i.e., no overlapping edges or redundant vertices.) This
provides a structured way of traversing random input data for further
processing. You can set or edit tessellated/STL block
attributes by selection Attributes
Face or
Edit
Attributes.
|
VX provides export functionality for STL block objects. STL block objects, usually created via STL import or tessellating point cloud data, can be exported back as a standard STL file. This functionality supports any combination of multiple STL blocks and B-Rep solids in a part. The STL Export "1st quadrant" option, as well as both binary and ASCII modes are supported. This allows the selective export of through blanked objects. |
|
Scattered Data to Tessellate - With Area of Interest
| |
|
Scattered Data to Tessellate - Zoomed in Area |
Tessellated Data - Zoomed in Area |
Delete input points
Check this box to delete the points used as input for this command. Only the tessellated triangles will remain.
Use maximum STL detail
Check this box to tessellate at the original (maximum) detail level of the imported STL object. Otherwise the detail from the current zoom level is used.
Method
Vertex - This method leaves the input point data intact, inter-connecting them to build the triangulated faces.
Uniform Grid – This method builds a
small grid of uniform facets that are then used to find a closely fitting
overall surface. The resultant vertices of the triangulation do not necessarily
pass through the original input points.
The main difference between these two methods is whether or not the
original vertices are preserved. The
results of each method will depend on the input data. As
a rule, the Uniform Grid method
will do a better job producing closed solids from very complex data and
provides additional options. However,
some of the "gridness" will be apparent if the data is sparse
enough. Also, with the Uniform Grid
method vertices are not preserved and the planes are "close"
fits only. With
dense enough data, the Uniform Grid
method will be very close to the original set of points.
Assume no undercuts
If the input point data can be projected along one direction without interfering with each other, this option will utilize an optimized Uniform Grid method for much faster results.
Resolution
For the Uniform Grid method (see above), the resolution of the "grid" can be set from coarse to fine.
Custom
This allows you to specify the "resolution" input using a numeric distance value rather than a slider setting. Use this option if the coarse to fine setting of the slider does not produce the desired results. This value will always override the slider setting.
Smoothness
For the Uniform Grid method (see above), the smoothness of the resultant facets can be set from smooth to sharp.
Neighbors
This option only applies to imported point cloud data. This command needs to determine the number of edges that can connect points before triangles can be formed. This option lets you control how many neighbor points are considered for generating "candidate" edges per a given point. The more "neighbors" allowed, the more candidate edges considered, which in return allows more combinations of valid triangles. Also, when more "neighbors" are allowed, less missing triangles are present, but it also decreases computation speed.
Simplify co-planar facets
During post-processing, co-planar facets can be merged to simplify those planes and free up resources.
Fill remaining holes
After tessellation, some remaining holes can be filled to build a "water tight" solid.
Max. Edges
Use this option to define the holes for the Fill remaining holes option above. Only holes that consist of a specified number of tessellated edges or less will be filled.
To Keep
After tessellation, there may still be some undesirable facets that form one or more completely separate bodies. If you set this option to zero (default) the routine will determine which ones to keep and which ones to delete. If a positive number is specified, the routine will keep the same number of bodies (in the order of overall size) and delete the rest.