

Other software and algorithms may not take non-manifolds so kindly, though. This has improved by leaps and bounds with Blender 2.80, so it’s not much of a problem anymore. Having islands in the UV Map for continuous geometry is a recipe for a headache.īoolean operations can give you trouble too. For one, they can’t be unwrapped without splitting the mesh. If you are interested in the hardcore stuff, check out the Wikipedia page for manifold. Since we are building 3D shapes from 2D shapes, we can cut them and unfold them into planes in 2D space.ĭisclaimer: I’m not a math guy, so I’ve tried to avoid lingo and keep it focused on 3D. Life being 2‑manifold is what allowed techniques like UV unwrapping to work for CGI. Our entire universe and every object we will ever hold are 2‑manifolds. These concepts don’t apply only to computer graphics. Wait, 2? Remember we use 2D polygons to build 3D shapes, therefore meshes are 2‑manifolds. But we only care about 3D, so let’s stick to 2‑manifolds. Manifold space can have any number of dimensions and it gets weird real fast. Yep, the good old plane is a non-manifold, who would’ve guessed?

Cubes, Spheres, Torus are examples of manifold objects while a plane is an example of a non-manifold since it’s not continuous. They wrap without any end or beginning. The second feature of manifold objects is that they are continuous.
