#Major Boolean Errors
23 messages in this thread
As of late, I've been stepping up my involvement in modeling in 3DS itself, and
have been constantly thwarted in my efforts by consistent errors in simple
boolean operations.
It would seem that there have been numerous meshes that I have been unable to
perform simple subtractions and instersections on. Oh, yes, there's the usual
"unable to complete boolean operation. Please adjust geometry" message, which
has annoyed me to no end, but the truly perplexing scenario lies in "radical"
or "lost" verticies, whatever you want to call them, that appear in the
sstrangest locations around the mesh after a successful operation. (let's call
that "apparently" successful).
There seems to be little I can do about such radicals, and often they are
linked to indeterminite faces that appear and flicker in the renderings. I've
tried tesselating the objects, tweeking the positions and sizes of the
geometries, re-lofting with all kinds of different values, yet the problem
persists.
I'm finding this to be the main barrier in my work with 3DS. I suppose my main
question is this: Is there something I can do to correct this problem (short
of limiting my geometries), or is this simply a bug that I will have to live
with in this release? I might also add that the geometries in question are not
inordinately complex, nor are the intersections with which I'm dealing. I
would expect this to work.
Another question might be; why doesn't 3DS employ the use of solid modeling
principles? Even if such principles were only present as an option to create a
solid geometry for the purposes of boolean an other such operations? It would
*NOT* be that difficult. A solid modeling program written by a professor at my
old college outperformed 3DS by FAR in boolean complexity and accuracy. I'm
quite frustrated at the inability of 3DS to perform the most simple boolean
operations as well. I can only hope the error is in my lack of knowledge of
modeling in 3DS.
Please let me know if there are others out the with similar problems, and
please offer any advice you can. I can attatch a SIMPLE mesh file to a
subsequent reply of an abstracted logo I was working on that has eveaded eevry
attempt to correctly model if it would help illuminate the issue (c. 80k
uncompressed).
Thank you…
Jerome Kalisz
Enclosed, you'll find a useful message thread about how to use the
3DS booleans more effectively.
In response to your question about why 3DS doesn't use solids modeling
principles… it's because we do booleans on ANY arbitrary topology…
not just solids. That generalization has inherent limitations.
I hope the following clarifies things for you.
– G
I very much appreciate the thread… being in a bit of a rush at the moment,
I'll download it and absorb it completely later.
However, I did want to briefly acknowledge your reply about solids – Yes, I
understand that boolean operations can be used quite effectively on many other
geometries than solids – however, my point was that if 3DS is having such
trouble handling faces properly, perhaps a solid modeling algotrythm would be a
valuable option for geometires which simply won't work under the standard
operation.
I've spent the last hour trying different variations on a simple geometry that
still won't work. I will send you the zipped file. Perhaps there's something
very obvious I'm missing. however, it would be a shame to have to go through
lot of work on a simple geometry because the boolean algorythm isn't doing it's
thing.
Again, I appreciate the thread which I will soon read, and whatever help you
can offer. I will go for the asprin now… <g>
Sincerely, Jerome Kalisz
Good luck going over the thread. Re specific example files… Please upload
them here for the SYSOP and Jonas, Brian or Nik will grab them and look at them
up at Autodesk.
Take care,
– G
Yes, I will upload a sample file here now… I went over the thread and
unsderstand a little more, though I still have to play with it a little to get
the feel for the way 3DS handles these particulars. I included some commentary
with the files you might find useful regarding automating some of this process.
Thank you again. Jerome Kalisz
BTW – the example file I uploaded is called "HELP-JK1.ZIP", so that you have
ease inn finding it.
Much oblige, padre'…
Jerome –
I've released your HELP-JK1.ZIP to a section of the library where the Yost
Group will be able to get it. Didn't want to leave it in a public library to
confuse anyone <G>
Anne
> I've released your HELP-JK1.ZIP to a section of the library where the Yost
Group will be able to get it. Didn't want to leave it in a public library to
confuse anyone <G>
Hmm… didn't know how to address it specifically to a particular user or group
(haven't been doing my CIS homework yet). Is there any way to send a file
DIRECTLY to an individual, btw, without uuencoding it into mail…?
thanx!
Jerome –
To my knowledge, the only way to send a file directly to a person is to use
email. You can send it binary, zipped to save them time. Files here have to go
into a library. The way you uploaded was fine especially since it included a
note that says it was a problem example for TM help.
Anne
Hmm… don't remember if there's an option to attatch a message when sending
email in CIS… will review the options (hey – it's a good excuse to send
people mail, too, in't it? <g>)
Gary,
Hate to be a nag, but please watch those quoted messages, and remove the
# sign. Otherwise, those old message #s drive the readers and message sorters
crazy, particularly if any replies get attached. Pretty please?
Kevin Krell – Computer Support Associates
I see that G has sent you the major boolian helpful hints by JKJ. Its helped me
some
in my struggles in this area.
Whenever I note that creative people are exerting their energy in
constructing
amazing work arounds I think that here is where we need new features. A perfect
example is the great idea in the 3ds special effects book for conforming
textures
to meshes using a grid. Great work around but what we really needed was
meshpaint.
In the case of modeling in 3ds the ammount of forum traffic devoted to
alternate
modelers is a clear indication that the shaper and lofter are not meeting the
needs
of many dedicated 3ds users.Ive tried the hash modeler, macromodel and others
and they all have severe limitations. In fact I think the 3ds modeling solution
is at
least as good as any other single solution Ive tried. Nevertheless I think the
failure
rate of boolian ops is a good reason to redesingn the tools rather than
suplement
the manual. Not being a programmer I am serene in my ignorance of the
difficulties(G)
Ed
Yes, the hints G sent were valuable in understanding just how 3DS does its
thing, and what the limitations are. Apparently, I assume, the problem with
long, skinny faces is running into the mathematical tolerances… certainly,
precision can never be infinite 😉
You hit the nail on the head when you said that what needs to be done is not a
matter of reqwriting the manual and otherwise giving people more information to
overcome 3DS' modeling shortcomings, but a re-tooling of the package and
plug-ins to eliminate those problems for the users. Even if such limitations
can be overcome by work and ingenuity, it creates inordinate amounts of work at
the LEAST that needs not be.
I would think the particular problem with booleans wouldn't require any major
overhauls of 3DS' modeling engine at ALL. The basic engine is very powerful
and quite apt on the machine level – as far as mathematical operations go.
What is needed are some tools to manipulate shapes and modeling procedures.
This could be part of the next release of 3DS, but could just as easily be done
in an IPAS package (which would also save us the wait until 5 comes out). For
example, IPAS routines that would, at the very LEAST, automatically adjust
faces and edges to allow smoother booleans. How about an IPAS routine that
forms a mathematical solid from a closed 3D set of faces for each object,
performs the operation, and then outputs the result as faces, which is the
language of 3DS? This would allow the user the option of performing a solid
operation on an object that's just too difficult to calculate in faces, or
would be to much work to adjust.
You say you're not a programmer… neither am I much of one. nonetheless, I've
seen the power of a simply written solid modeler that came from only 2
programmers. You say there's no better single alternative? You may be right,
that no one has commerically wrapped decent features into a packag. However,
if you use the power of the program I used in college for solids manipulation,
and give it some easily created features, it would blow the doors off the
modeling in 3DS without even trying. 3DS could *EASILY* integrate such a
system with great improvements. I wonder, however, why it does not. I suppose
3DS has surrendered the modeling aspect to other packages, and thus doesn't
even try to become a good modeler. However, even if you create your
cad-accurate models in other packages, the abaility to perform booleans and
freehand artistic enhancments on these models directly in 3DS would be a
wonderful thing.
As you mentioned, the limits in 3ds' modeling power has another element
entirely aside from buggy booleans. And that's the inability to create shapes
of any accuracy, even to the extent of a 100K shareware drafting program. You
can't just key in a movement of a certain numeric amount for an object, you
must rely on snaps and the display. You can't pick a point and draw a line at
a certain angle for a certain distance, etc. Also, once objects and/or 2D
shapes are created, you must manipulate the verticies themselves, instead of
having geometries like spheres, cylinders, circles and lines existing as
objects. Even if thiss ability were only present in the 2D shaper, it would
mean a lot. As it stands, you *MUST* use a CAD package to generate shapes of
any complex accuracy, and import them in…
Ahh, well, enough ragging on 3ds' modeler. I just hope that the powers that be
decide to be competetive with 3ds as a modeling package with a few simple
enhancements, or a good IPAS routine or two. Heck, even a sharp programmer
with some time on his/her hands could create an IPAS which would revolutionize
3ds' modeling. I speak from experience… 😉
Now, on to trying to find out how the things I learned about boolean
manipulations in 3DS can be used to overcome the problems I've encountered….
That's the one missing part. Dividing edges coudl take days in itself for a
simple rounded object…
Good wish list stuff.
Ed
>>Fm: Edward Harvey 75533,3303 To: Jerome R. Kalisz 75233,3464
Good wish list stuff.
Ed >>
I presume the people who need to see it will counter it here, or should I re-
posst in the wish list section…?
Cant hurt to re post directly to Jonas
Ed
"jonas"….?
<< boolean wishes.. >>
got it.
Ahh…. JONAS, as I wondered about in the previous message. Are you the man to
write to for wishes…?
Hi Jerome,
<< Are you the man to write to for wishes…? >>
You can post your wishes in the Wishlist section of the forum. I happen to be
the one that's collecting wishes…
Hi Jerry,
Check out AutoCAD r13s new solid modeler if you get a chance. If you really
like to model using booleans (and it is a great technique for so many things)
it's a must have. While r13 itself has plenty of problems (understatement) the
new modeler is excellent. I have thrown some pretty wicked geometry at it and
it does a great job – much better than Jim Turners one you refered to using at
U of M. It has the very powerful ability to extude a section along a pline or
3dpoly entity and handles the corner intersection cleanup perfectly – I'm
extremely pleased with it. It is also _much_ faster than AME was. You cannot
however go back and edit the CSG tree like you could with AME.
The only way you can export these models to 3ds is using the 3DSOUT command
which has its share of problems but I think as these get more resolved the two
working together will be quite nice.
As far as booleans in 3ds, I consider it a major mathematical miracle that one
can do booleans on surface models at all <g>. Just to give you an idea of the
overhead require for solid models, I created an architectural scene last week
where the building was done mostly as solids. It took 8MB in AutoCAD. The
exported PRJ file with all materials and mapping took 70K inside 3DS. I think
the overhead of working with solids inside 3ds might therefore be prohibitive.
The idea that we will be able to run both 3ds and Acad at the same time under
NT next year is quite appealing…especially if there is some way to cut and
paste between the two.
Hope things are going well in FLA.
See ya,
Mark
Hi again Jerry,
Oops. I should be more accurate when I exagerate <g>. The PRJ file was 550K
(not 70K).
A big difference from 8MB in any case…
Mark
Hey Mark! How goes it?
Some very tantilizing thoughts, actually. I'm certain that I would no longer
feel frustrated by 3ds' inherent limitations with modeling if Acad could work
well in conjunction with 3DS, and also repair some of the old Acad 3D modeling
limitations (which I've heard it's done to some degree in 13). Perhaps the
presence of Acad in the arsenal of Autodesk is much the reason 3DS never
aspired to be much of a CAD interface.
So… Acad is finally outdoing Jim Turner's little Gedit, eh? Hmm… it's
about time 🙂 I look forward to getting a chance to work with it sometime. I
know GEdit isn't exactly a powerful modeler as modelers have the potential of
achieving, but that itself was part of the reason I was so amused… that a
couple college professors had a program that elminated most of the problems
that 3DS was notrious for.
You mention booleans…. for most objects I like to create, there are few other
ways to create them. BTW – a quick aside: 3DS & Acad as a combination would
see its full potential if Acad could also import 3DS LOFTS, ass I haven't seen
anything in Acad that compares to 3ds' lofting abilities.
You're right about the overhead of solids. Which would suggest it not be the
only, or even primary, method of modeling. However, knowing the power would be
there if you need it would be a Godsend. You've probably read my other
messages ssuggesting a solids IPAS routine that would construct a solid out of
a surface mesh for the purpose of a modeling operation, perhaps more. You're
good with IPAS – you might think of it, it would be an answer to many problems.
You're also right about surface modeling being a mathematical miracle. Until I
read the 3DS manual, I never thought it actually attempted it. I figured it did
what I suggest in that IPAS routine…. generate a solid for purposes of
modeling, then reduce it to faces afterwords.
I look forward to seeing Acad & 3ds working together in NT, if not OS/2…
perhaps when this particular combination hits, I will be in a possition that
warrents getting Acad to go along with 3ds. That's one prohibitive fact; that a
truly powerful package consists of the expense of BOTH 3DS and Acad. Hmmm…
who knows, with the two heading closer together like this, perhaps someday
they'll be 2 sides of the same package…. a package which you can get
animation or drafting plug-ins as you needs them, but the graphic interface is
actually the same thing. Many duplicated procedures could then be
eliminated….
Anyways, FL…. things are getting along here. Working at an architectural
firm as I try to find contacts to expand into architectural
renderings/animations. It takes contacts, though….
Hope things are still going well for you in MI, as well…
Take care and thanx! -JK