I like the idea behind hob3l, but when I tried it I inevitably bumped on the convex hull limitation, which clearly cannot be simply moved after slicing like boolean operations. This is a serious limitation ; any ideas to deal with it ?
I was looking for a robust way to generate a manifold mesh when CGAL, fast-csg and manifold all fail, and this seemed a possible solution.
I like the idea behind hob3l, but when I tried it I inevitably bumped on the convex hull limitation, which clearly cannot be simply moved after slicing like boolean operations. This is a serious limitation ; any ideas to deal with it ?
I was looking for a robust way to generate a manifold mesh when CGAL, fast-csg and manifold all fail, and this seemed a possible solution.