Hi, I’ve been playing with geometry nodes recently, and I’m finding it tricky to get an optimised mesh.
I’m generating a simple block terrain, however, the problem is the mesh instances build on top of each other. I attempted to use Boolean Union and proximity but that gives patchy results and also melts the CPU.
Is there a cleaner way to remove mesh instances which aren’t visible or a way to calculate two faces next to each other and remove them?
Attached is an image of the underside to show the problem
Thanks goorman, unfortunately, no luck. Tried both the geometry node setup and the python script. I noticed both rely on the mesh being realized. Ideally i’d like to remove the mesh instances before converting it to a whole model - if thats possible?
The geonode setup doesn’t work and the py script just crashes blender.
If you know the dimensions of your blocks - and especially if they happen to be on a neat Cartesian grid, which yours seem to be - then you can check each instance to see if it’s surrounded by six neighbors in all of the +/- XYZ directions (or five, if you don’t care about the bottom level) and delete all of those that are, since those are the ones that can’t be seen. You can extend this if you want - to check for twenty-six neighbors if you care about the neighbors that share edges and vertices instead of just faces, for example.