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17th Feb 2008 09:30pm
+Tozzy
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Tozzy

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I recall a few people on here having trouble with boolean (myself included). If someone had have shown me this info last week, I would have kissed their feet grin.gif. Everytime I use boolean to create complex holes, if there are multiple holes, I find myself having to make a sample on a plane and then arraying it for the other holes and welding the whole thing together because boolean used to always mess it up. Many a time it would only make half the cuts needed and leave the rest out. I have figured out it could be because I usually cut holes into flat polies with no edges on.

See the images of what I mean wink.gif.

Image 1: Shapes I'm using to cut through the plane.
Image 2: Cuts needed on the plane in order for the cutting process to be successful.
Image 3: Unsuccessful cut due to lack of cuts on the plane.
Image 4: Shapes attached as one object.

So the bottom line is, I don't think that boolean will let you down if the necessary cuts are there to begin with. These cuts will help boolean to reinforce the shape it makes.

Another good thing that I think may help people who don'#t already know is that if you have multiple shapes that you want to use to cut through your mesh, attach them together as one object. Boolean doesn't seem to be able to handle more than 1 object at a time.

Also, I find that I get best results with the 'cut - refine' option selected, but this is down to user preference.

Hope this helps smile.gif.
Any feedback welcome.

Tozzy has 203 participation points. Last seen 2 weeks, 6 days ago.
18th Feb 2008 08:58am
+Gustave d'Pre
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Steve Martin

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Thanks for the tips. So use higher detailed models when using boolean, correct?
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18th Feb 2008 02:31pm
+VarnishedOtter
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VarnishedOtter

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So instead of just using boolean to punch holes in a large flat poly, you first make edges in the shape where the booleans will be.

This is a really good tip. Its going Sticky.


Matt
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VarnishedOtter has 5015 participation points. Last seen 1 day, 3 hours ago.
18th Feb 2008 07:52pm
+Tozzy
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Tozzy

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+Steve Martin:

Not necessarily 'high detailed models'. It helps when there are many polygons on a model. But, there may be some instances where you are creating a laptop (as in my case) where most of the polyons are flat and meshsmooth is not needed. You can't just cut through a flat polygon without any reinforcing edges. My model is highly detailed, but still don't need lots of unnecessary edges, not even for boolean smile.gif. This is because (from my finding) boolean only needs them during the cutting process.

+VarnishedOtter: You are correct, but this doesn't mean you need to keep ALL of the edges afterwards. As I said to +Steve Martin. Boolean only needs them during the cutting process.

The information I have given isn't to guarantee the successful cutting of every boolean cutting process (although I would be very surprised if it wasn't guaranteed lol). However, the results turned out perfect during my use of boolean as you can see from the following images smile.gif:

Image 1: Arrows depict where boolean has been used.
Image 2: A successful operation of boolean.
Image 3: Edges removed after the boolean process with the original shape still intact.

One thing to remember, you CANNOT use meshsmooth if you take the edges away after the boolean process. I don't know if meshsmooth works with the edges intact as I've not tested it due to the fact that you don't need meshsmooth on a flat poly anyway.

BTW, thanks for making this a sticky. Glad to have helped.

Tozzy has 203 participation points. Last seen 2 weeks, 6 days ago.
19th Feb 2008 09:51am
+Gustave d'Pre
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Steve Martin

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The images certainly look good. You've obviously done a bit of boolean work. I have to admit it scares me a bit because it can mess up your topology, but I can see from your images that that's not always the case.
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24th May 2008 11:23am
-Tarek
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Tarek

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thats so good but what i can do on a non flat boly like if i make amodel of my phone and need to make the numbers keys on it
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26th May 2008 03:39am
+Gustave d'Pre
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Steve Martin

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Can you be more specific?
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17th Oct 2008 02:55am
-matthew parkman
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matthew parkman

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hmmmm how about with great more segment stuff....... i ever create some modeling which has more segment there (because i used meshsmooth) and i will cut it wit some bolean..... the result is ....... my computer going slow....... do you have any trick with this situation?
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18th Oct 2008 12:41pm
+Gustave d'Pre
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Steve Martin

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It'd say try and avoid collapsing a meshsmooth when you can, but obviously it too late in this case. If your computer's running too slow try hiding absolutly everything you can, even if it means half your mesh that you're not working on.
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20th Oct 2008 11:43am
+VarnishedOtter
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VarnishedOtter

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Is there a way of optimizing the mesh only in the viewport? Like have the viewport display lowpoly but the render uses the full res.
Matt
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20th Oct 2008 06:17pm
+Gustave d'Pre
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Steve Martin

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Right click the lightbulb next to your mesh/turbosmooth modifier and select off in viewport. It will still have an effect in the render.
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20th Oct 2008 08:06pm
+VarnishedOtter
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VarnishedOtter

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Yeah I know that one, but if its just a high-poly non-smoothed model?
Matt
http://theprophetmoses.deviantart.com
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20th Oct 2008 09:38pm
+Gustave d'Pre
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Steve Martin

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Ah. Not sure. I never collapse my smoothing modifiers so I've never needed to find out.
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1st Nov 2008 10:07pm
-3Dev
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3Dev

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thought id chime in here too smile.gif

at least with max 2008 and newer, Boolean received allot of overhalls, for multiple operations you should use pro Boolean, which fixes the multiple cutt error, i should add that with regular bolean it will stop cutting base don number of mesh elements so adding shapes together wont matter to much.

So the trick with boolean is that you can actually detect if an object is going to fail the operation(even tho sometimes stl failed object do work, its not guarantied) by using stl check. stl check was developed for rapid prototyping not dirrectly Boolean related, but a Boolean require closed manifolds, which stl check will insure you have. if your objects pass stl check they should Boolean. and if an object fails stl check, just collapse your stack and go into the sub object mode and any geometry which failed your check will be highlighted(if not check your plug in settings).

another Boolean trick that most people miss, is to work with splines. you can add and subtract splines seamlessly before they are turned into polys (an editable spline function), and then extrude them to build most your complex shapes with out dealing with poly Boolean issues. you just have to know your going to need to Boolean before you start working.
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