#boolean operations!!!
5 messages in this thread
Still no luck with the boolean operations. I just can't drill a hole
in a tube. I tried fliping the normals and unifying the normals with no luck.
Any help would be appreciated. This does not seem like it should be that
hard!. Thanx in advance
Jason Crosby
I'm not sure if anyone's sent you this yet, but enclosed, you'll find
a useful message about how to use the 3DS booleans more effectively.
I hope the following clarifies things for you.
– G
: 138684 S2/Autodesk 3D Studio
29-Nov-94 22:07:46 Sb: #138472-Flashing faces Fm: JKJ (John K. Jordan)
71174,711 To: Jim Lammers [Trinity] 73261,66
Hey Jim!
Booleans & face problems, eh? My favorite subject… (the booleans, not the
faces) I forgot whether your original message was simply about face problems
or about completing booleans. As for tesselation, it will often just make
things worse.
——————————————————–
Incomplete booleans…
If the problem is completing the boolean – since the boolean code was
improved in R3, I almost NEVER tesselate before doing a boolean (and
I do a lot – I must have done 30 or 40 just today on a tank model I'm
building).
If a boolean doesn't complete, sometimes it helps to tesselate, but
sometimes it makes it worse. In my experience, the biggest enemies
of successful booleans are
a) long slivery faces
b) billions of tiny faces
c) an incomplete surface (missing faces, not completely closed)
d) inconsistent topology (intersecting surfaces, either within a
single element or because of overlapping elements)
e) inconsistent structure (internal faces, perhaps caused by a
previous boolean misadventure)
f) inconsistent face normals (not all pointing the same way)
g) reversed face normals (not all pointing out)
h) unwelded vertices, causing (c)
If you have some long narrow faces (a) in the area of the boolean,
tesselating will often just make the faces longer and narrower. Ack!
If you have billions of tiny faces, (b), tesselating will multiply
them. If all the normals are right and the surface topology and
structure are correct (cdef&g) and the boolean still does not
complete, then some manual editing with Edge/Divide will usually
work.
If you have several booleans to apply to a single object and the
boolean will not complete, try applying them in a different order.
(This worked for me today for some intersecting grooves I was cutting
in the side of a gas can) If that won't work, try moving one of the
objects a tiny bit.
If you have elements that overlap in the area of a boolean subtraction
(d), either combine them first with the boolean Union operation, then
subtract, OR separate the elements into separate objects and subtract
a copy of the subtraction object from each.
If you have face normal problems, unify/flip normals should fix them,
perhaps with the aid of Optimize, if you have it. If unify will not
help, then the surface topology or the internal structure is almost
certainly fouled up and must be repaired before continuing. Object
imported from AME and other modelers sometimes have these problems,
especialy a group of vertices which do not quite meet at the same
point and are not welded.
(BTW, the easiest booleans are between one very simple object, like a
cube, and another object, simple or not.)
A few unsolicited JKJ construction tips:
– When performing multiple booleans, always check each result
carefully for stray faces – fix them manually before attempting the
next boolean or the final smoothing operation. Note: fixing
generally requires deleting some faces and manually rebuilding some
faces. Turn on AllLines to see better.
– When building objects which will be booleaned, avoid long skinny
faces like the plague. The worst offender is the long cylinder –
create these with multiple segments to keep the faces shorter.
– When creating a large box that you intend to subtract something
small from, consider making the box with GRIDS.PXP. (weld the
vertices before the boolean operation) This will prevent long
skinny faces radiating from the corners of the box. Another method
is to loft the box with several path/shape steps.
– When drawing a shape to be lofted, examine it after lofting for
long skinny faces. If present, go back to the shaper and use
Modify/Segment/Refine to add some extra vertices for the lofter to
costruct from. Add vertices in the path to avoid long straigbt
sections. The ultimate but unatainable goal is an equilateral
triangle for every face. (I usually leave shape and path steps at 0
and manually refine all curves and paths to give me more control
over the lofter)
– Occasionally you can use Modify/Edge/Turn to make an uncooperative
face or two behave.
——————————————————–
As for the face rendering problems…
Misbehaving faces are often caused by
a) unwelded vertices
b) very tiny or long slivery faces
c) a missing face or two
d) other inconsistent topology or internal structure, including
overlapping coplaner faces, intersecting faces, etc.
e) improper smoothing
Everything seems to boil down to (e), improper smoothing. The trick is in
sleuthing out what is causing the problem.
For example, a boolean between two objects that have some vertices very close
together will almost always cause (b) which will most assuredly cause (e). If
you zoom way in on a problem area, you will probably see some vertices close
together. These can be welded manually (usually best done in a User view, and
often after hiding obscuring or underlying faces) Another easier trick is to
bump the weld threshold up some and weld all the vertices in the problem area.
For example, in a model I was working on today, I measured the smallest edge I
wanted to preserve at around 5.0 units, so I set my weld threshold to 1.0,
selected all the vertices, then did a Vertex/Weld "selected".
Some excerpts from some recent messages to someone else about face problems…
– AME sometimes drops a face. Build a new one.
– From AME, sometimes some vertices are not welded. Render flat,
and look at where the streaks start (zoom in real close). If a
group of vertices are separated where they should not be, you can
manually weld them. Another way is to bump up your weld threshold
some, select all the vertices, and weld "selected"
– Look for an extra face that found its way into the mesh & delete
it. I've seen this on meshes dxf'd from other modelers.
– Zoom in real close on the edge of the problem area and look for
any long, very skinny faces, and eliminate them by manually welding
adjacent vertices. This happens a lot with booleans. (BTW, several
things in 3DS are not friendly with long, skinny faces, including
cameras and booleans. Sometimes I do a little Edge/Divide'n to fix
this. Also, if you create something like a long cylinder, especially
with intentions to use in with a boolean, make it with several segments
to avoid long, skinny face problems.)
After the faces are repaired, autosmooth, perhaps trying different angles as
appropriate. Better yet, unsmooth and select sets of faces and manually apply
smoothing groups (required more often than one might think)
Although the autosmoother is doing what it is told, it sometimes doesn't agree
with us as to what should constitute a flat surface or a proper angle between
surfaces. Especially where vertices are very close together as on the edge of
a boolean, it will sometimes smooth a sliver or two over what we think should
be a sharp edge, resulting in streaks.
After any face/vertex problems are fixed as mentioned earlier, if the streaks
still appear, I usually select all the faces on a plane and clear all smoothing
groups from just those faces or apply a single group to those faces. (If you
apply a group, make sure you don't use one that is already in use on any faces
adjoining the plane.) You can even detach the planar faces into a separate
object and clear or apply a single group to the surface, but this is not
necessary unless you want to autosmooth the rest of the original object
separately.
Also for face rendering problems, note that some of the ideas above about
preventing long skinny faces while building objects all apply.
——————————————————–
All this said (and as soon as I post it I'll probably think of
something else to say), if you have a demon-possessed object with
face or smoothing problems, or a boolean that won't, I'd be glad to
look at it. (That's what I do for fun in my spare time. 🙂 Just
email the zipped 3DS file, take two aspirin, and I call you in the
morning.
JKJ
PS: sorry this is so long – I get carried away sometimes. You probably didn't
want all this but maybe someone else will. <g>
(Disclaimer: the above is based primarily on my experiences, which have no
claim on completeness. Or as Shanti Goldstein put it, "No man is an isthmus")
>> Still no luck with the boolean operations. I just can't drill a hole
in a tube. I tried fliping the normals and unifying the normals with no luck.
Any help would be appreciated. This does not seem like it should be that
hard!. Thanx in advance
—
At times, booleans, in my experience, just won't work. There are things you
can do to massage the geometry to make it more LIKELY to succeed, but I've had
some meshes that could never be resolved.
The biggest thing you need to do is to increase the number of faces, and adjust
the geometry such that the faces aren't any longer and skinnier than need be;
that interferes with boolean operations. If you have YG'ss OPTIMIZE, that can
help. I haven't read ahead to see what else might have been suggested, so
these things may be explained better than I could.
But keep in mind… the best we can hope for is that 3DS5 will have some
quantum leaps in boolean accuracy.
>> If you have YG'ss OPTIMIZE, that can help. <<
What'd'ya mean? tessellate the model several times, do the boolean then use
Optimize to reduce the poly count?
Is Optimize part of disk 7?
– Ernie Jackson, Written 04-Jun-1995 @ 19:09:37
Using: Windows NavCIS PRO 1.62
yes optimize is on disk 7