Clash Detection Viewport#
The Clash Detection Viewport extension (included in the Clash Detection Bundle extension) displays meshes that are detected to be in clash (both soft and hard clash) and duplicate meshes. It handles both the main viewport and the additional clash viewport that can be optionally enabled.
When a clash result row is clicked in the Clash Detection Results list, the main viewport will modify the camera position to center it on the clash area (if it exists).
Clash Meshes Appearance#
After clicking on a clash, the two meshes will change their appearance in the main viewport. The two clashing meshes will be displayed in isolation from the rest of the stage also in the Clash Detection Viewport (if enabled).
For Soft and Hard Clashes:
The two meshes of the clash will be displayed using different colors (light blue and light orange).
- Non Clashing polygons composing the mesh will be drawn:
Main Viewport: non-clashing polygons will be shown with a flat shaded look
Clash Viewport: non-clashing polygons will be shown with a transparent material to avoid occluding the clash profile.
Clashing polygons composing the mesh will be drawn:
Main Viewport: clashing polygons will be shown with an overlapping black wireframe and a light-independent look (emissive).
Clash Viewport: clashing polygons will be shown with non-transparent diffuse material.
For Hard Clashes Only:
Clash intersection profile will be shown in light-independente (emissive) purple.
For Duplicates:
Duplicated mesh will be displayed using light blue with overlapped wireframe
If the first duplicated mesh is missing, the duplicate will be shown in orange
Moving Clash Meshes#
It’s useful to move clash meshes in the stage to clearly see the issue in a crowded area. Some rules to keep in mind when moving clash meshes, as the behaviour is different for instanced prims vs. non-instanced prims:
When Clash Meshes are shown for non-instanced prims, the original source meshes are modified.
This means that:
Translating Clash Meshes for non-instanced prims in main viewport moves the original source mesh that has been marked as clashing.
Translating Clash Meshes for non-instanced prims in clash viewport doesn’t affect the original source mesh that has been marked as clashing.
Deselecting a clash from the Clash Detection list of clashes will restore original look of the source mesh.
When Clash Meshes are shown for instanced prims, the original source meshes are hidden.
This means that:
Translating Clash Meshes in either viewport doesn’t affect the original source mesh that has been marked as clashing.
Deselecting a clash from the Clash Detection list of clashes will restore visibility of the original source mesh.
Clash Viewport Warnings#
Clash Viewport will display yellow warnings when the meshes have some modifications from last clash detection run. If needed re-run the clash detection to refresh and update results to avoid them.
The following conditions will cause warnings:
If one of the two (or both) original source meshes have been deleted from the stage or layer
If one of the two (or both) original source meshes have been moved from their original location
If both source meshes for a duplicate have beeen deleted from the stage or layer
If one of the two (or both) source duplicate meshes have beeen moved from their original location
➤ Next Steps: Clash Detection Core