Solidify Modifier issue: Solidified Inner Window Frame Gap with connected Glass

Hello, folks!

I’m trying to find a simple and economic Workflow solution for this Modelling/Shading Procedural Extrusion (Solifidy Modifier), but it sounds impossible the way I’m approaching it (a single Mesh Object with Connected Mesh and different Materials: Window Frame and Glass). As you can see in the screenshot, the Solidified Mesh gets the Extrusion but doesn’t Fill the ‘Gaps’ along the inner perimeter-areas of the Window Frame.
With so many Options in the Solidify Modifier, and yet, nothing seems to do anything good.

Maybe Geometry Nodes would allow this and keep it simple?
Or is there other interesting ways?

Thanks!

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I’m not sure what we are supposed to see here… is this the frame :

…or is this only applied to a vertex group ?? IDK…

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Yes, that is the Frame! Sorry about the information not being clear enough.

In your screenshot, you have got correct Procedural Extrusion of the Window Frame (but for the Window Frame only); I would like to make the big rectangular Face, correspondent to the Glass Material, to be Solidified in synchrony, but apparently this more complicated than I was thinking (and maybe should just be avoided? such as, having the Glass Mesh, perhaps Disconnected, and just Extruded manually, like Glass Box, but not using Solidify Modifier?).

I’ve just tested what should be a super simple alternative: by Disconnecting the rectangular Glass Mesh from the rectangular Window Frame Mesh. However, this brings another issue in this case because the whole Window Meshes now have different Orientations (guess its Normals), this wasn’t a problem before since the Meshes were Connected.
image

Either way, I can’t find an elegant solution (easy and simple) to the problem.:sweat_smile:

PS:

No, I’m not using Vertex Group Target for the Solidify Modifier. I have tried previously (before the original attempt) but was unable to have it confer any utility. Maybe I’m missing something special.

I’m not sure what you explicitely want but you simple can use different materials and so so the same modifier on one object (or copy this to a separate one… ) :

It seeems you want the solidify modifier act differently on different parts of the model and also differently than along the normals but then also respect the geometry of the other part… that is both not possibly. It’s only along normal and also only according to the actual geometry and not additional to any “neighbour faces”…

You may have to elaborate this to get a more suited answer. Maybe providing by the simple and wanted geometry…

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You can run an edge loop around the center of the window opening. Then fill it to form a glass pane… Scale it up to extend into the Window frame…( If you do this before separating you will have the same orientation of the Frame), Once it is scaled up and all transforms are finished, then separate by selected. Then you can add your Solidify Modifier…and end up with something like this…

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Hi, folks; I apologize for the huge delay…

It took me a while to understand what could be done, but eventually,
I’ve found a relatively simple solution that should work in the end for me.
Based on your contributions. So, thanks for the feeback!

I’ve made even a Highlight about it from my Streams, but I haven’t published that yet (and it is too heavy video to post in here otherwise I’d do).

Yes, I was expecting way too much from the Solidify Modifier. :face_with_head_bandage:
Thanks for pointing it out. The good thing is that I’ve finally understood how to use its Vertex Group Target with Factor (0.000-1.000), and this ended up being part of the solution in the end.

I wasn’t really able to reproduce this particular step, though?
As soon as I Disconnect the Glass Mesh, the ‘Edge’ Normals ‘dismatch’ the Frame (on certain points)… meaning the Solidifying, Procedural Extrusion, won’t match (entirely) the Frame’s one. :face_exhaling:

But, your reply was very close to the solution I’ve ended up using, this is why I’ve marked you as the Solution. Thanks also for the insights.

Basically, what I’ve done was that Disconnection of the Glass Mesh from the Frame Mesh, but I didn’t Separate (kept both Mesh “Islands” in the same Mesh Object); similar to your proposition.
Then, I’ve expanded (Scaled) Symmetrically the Glass along its Normal for the sides (I believe, same or similar proposition as yours), and (occasionally) for top or bottom, but individually, always along Normals.
Then, I’ve added a Target Vertex Group to all the Glass Vertices (which now are different from, and not matching spaces necessarily with, the Frame Vertices), corresponding, in the Solidify Modifier (Inverted Target Vertex Group), to a less thick Glass in relation to the more thicker Frame (or just… Walls): must play with an intermediate Factor value.
Then, I’ve purposedely pushed the Glass Mesh Islands, always along Normals, ‘forward’, so that their Edited Mesh would be starting out, slightly displaced from the Frame Mesh, but that doesn’t matter because… the same Solidify Modifier will Solidify both Glass & Frame, and then the Glass (thinner) will ‘fit’ more or less inside the Frame (thicker).

It was more complicated than I wanted… but bearable (or I’ve learned a bit more ‘software resilience’). :laughing:


When I get the video, I’ll make sure to share in here.

Thanks again for the contributions; certainly helped me making up my mind.

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