If Resolve Overlap is checked, the overlap of objects is not assigned to a new material ID. Instead, the water-shed algorithm is used to decide which of the overlap voxels belongs to which object in a post-processing step. Thus, each overlap voxel is assigned to one specific object. This option needs more memory and a longer run-time.
In detail, the Resolve Overlap algorithm starts with computing a distance map for the overlap voxels, i.e. it computes the distance to the next object for each overlap voxel. On this distance map the watershed algorithm is run using all voxels belonging to an object as seeds. There, all voxels contained in the same object have the same material ID. Thus, the overlap area is filled with the object IDs according to the distance map.
To mark the contact voxels between the objects with a separate material ID, select Mark Contact Voxels and choose a Contact Material from the Material Data Base.
The voxels, where two or more objects IDs meet, are marked as contact voxels, by reassigning them with a new material ID. Thus, the layer of contact voxels always has a thickness of two voxels.
In the following observe the resulting Material IDs for the overlap for not resolved, resolved and resolved overlap with marked contact voxels, while all other settings are kept the same.
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