#Where are my questions?
03-Oct-95 23:12:44
Sb: #193585-#Where are my questions?
Fm: John K. Jordan 71174,711
To: Michele Bousquet 100237,162
Here are the 2 best messages we have a booleans from the Boolean-Master <g>:
Hi Michele,
Boolean King? I hardly think so! However, since I do a lot of the mechanical
things you refer to, I've done a big pile of booleans and have had to figure
things out.
1> zits around holes… Almost always when I see the pinched look or
smoothing prolems it has been due to tiny faces or slivers the boolean has
added. These are often invisible until zoomed way in. The problem is the
attempt to smooth over an edge at a face or two where there should be no
smoothing. AutoSmooth doesn't help – my guess (I have not done the math) is
that when working on a very small scale, the trig calculations to determine
the angle between faces suffers from a lack of precision. This also is a
problem with very thin slivers of faces. To fix, I do one or more of three
things:
a) Zoom way in, look for tiny faces, and manually weld vertices to
collapse the bad faces.
b) Use the ol' select & weld strategy to collapse the tiny faces.
I set the weld threshold to something smaller than the smallest
edge I want to maintain, select all the vertices in the object,
execute Modify/Vertex/Weld "Selected", then re-AutoSmooth.
This can backfire, so hold first.
c) Manually smooth, or rather unsmooth: select all the faces on
the flat plane and remove the smoothing.
2>incomplete boolean, adjust… My humble obversations note that this is very
often caused by topology – asking the algorithm to figure out which surface is
out. Several causes and fixes:
a) Bad geometry, with missing faces or internal faces – fix the
geometry such that it has a single, unbroken surface, then unify
normals.
b) good geometry but inconsistent normals – unify normals.
c) overlapping elements. This is probably the most common cause
of "cannot complete boolean operation". If an object is made
up of several elements, a boolean will often fail if it overlaps
more than one element, *especially* if the elements themselves
within one object are overlapping. In this case, a boolean, for
example a subtraction, can usually be completed with 1) detach the
elements into separate objects, 2) union these back into a single
object, then 3) perform the boolean subtraction. Note that
depending on the object, a "select & weld" step may be necessary
after each union in step 2. Experiment with this technique using
at least three overlapping spheres.
A variation of this is the case of a subtraction thru the folds of
convoluted object, even if the convoluted object has consistent
topology. I've had cases where this confused the boolean
algorithms and fixed it by making some intermediate objects and
doing the boolean in stages.
Well, after I typed this I found a copy of a previous message from the past
which contained additional ramblings. I'm resending it to you (without
reading it to correct any embarrassing goofs <g>) in case you are interested.
Some of it looks like duplication, but I don't have time to sort it out just
now.
Well, have fun on your trip!
JKJ (full of bool, once again)
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