#Modelling Help
12 messages in this thread
I need to model the earth with continents. The land masses must be able to
protrude from the oceans, leaving behind a hole in the "crust" (same shape as
continent outline". I have Downloaded a great mesh from The Rendering Plant
that gives me a great start. After giving the land masses thickness, I cannot
get the hole punched in the "crust". Boolean operations always end up in
"adjust geometry". I have tried all sorts of Tessalations to no end. The Sphere
is created as a cross section and the rev-surfed 360 degrees. I cannot start
with a solid sphere as I need to put lights inside.
I did contact Viewpoint on their models, but they did not have the "holes"
punched in the globe.
Any thoughts appreciated.
Mike
Mike:
If you get really stuck I could try running the boolean operation in my solid
modeller, GDS. I am testing Syndesis Interchange and I think your problem mesh
could be a good test for the program as well. If you want me to give it a try
e-mail me the mesh as it is and zip it up with a description of how thick you
want the crust and other pertinent details.
– Bob Ritger
Thanks for the offer. This is a tricky one. Continents must remain curved to
conform to globe. I will drop what I have in your mail box. I have taken the
mesh that I received from TRP and separated the continents and countrys into
individual objects. They have no thickness at this point, just 2d faces. Making
them thick is another obstacle.
Globe Diameter- 16'
Globe "crust" thickness 1'
Continent Thickness 6"
Mesh is in the Mail.
Thanks!!
Mike
Mike:
I got the file and I'll see what I can do with it tomorrow.
– Bob Ritger
Thanks for taking the time, Bob. John Jordans suggestions worked when I tried
them at first, but am still having some trouble booleaning. It was really a
great way to approach the problem. Watch out for those little islands and
"Landmass" object. They can be deleted.
Mike
Mike:
I looked at your file today and I have to say JKJ has the solution for you. If
the land masses after you extrude them do not boolean from the globe
successfully then the solid modeller will be worth a try.
– Bob Ritger
>>punching out the earth…
Without seeing your mesh it is difficult to guess the problem, but if both
meshes have topological integrity, the booleans should work fine. A few points
to check for…
Are the land-mass meshes completely "solid", i.e. back side faces with no
holes? (booleans won't work consistently otherwise) Are all face normals
facing outwards? With surfrev, did you check for integrity at the poles,
welding if necessary? Are you trying to boolean too many things at once? Do
you have any overlapping elements in either boolean object or do you have any
long skinny faces that need to be fixed?
I've found that r3/4 booleans almost never need tessellation to work correctly.
It may help to simplify your land-mass meshs if they are overly complex.
If you have created your land-mass objects by detaching faces from an existing
globe, you can create solid objects by using Create/Face/Copy then
Create/Face/Extrude. Flip the normals on the back side then attach and weld
the extruded faces. (Don't try this with continents that curve around the
earth too much – break them into smaller segments) You may even get the effect
you want by selecting faces while still attached to the globe and extruding
them inward, deleting them, then attaching a scaled down, normal-flipped copy
to the inside if you need a solid inside.
BTW, you can probably use a simple sphere primitive, or rather two spheres.
I've used this method to hollow out several things with "windows" to the
surface: union window plugs the to a central core, then subtract that object
from the outer shell.
If you mesh is not too big to email I would be glad to look at it to see if I
spot anything – my kind of fun. <g>
JKJ
Hi John-
Thanks so much for the suuggestions. I have printed your reply and will get to
work again. If I have any problems, I will forward the mesh to you.
Regards, Mike
Have you checked the axis of the revsurf for degenerate faces? These are faces
that run from pole to pole and have only 2 vertices. This often occurs along
with vertices that don't _quite_ meet at the poles. That is a common problem
with revsurfs and can really screw up a boolean.
I don't really understand why you cannot use a normal sphere. What do lights
have to do with it?
Terry Gilbert
Forcade & Associates
Hi Terry-
>>Have you checked the axis of the revsurf for degenerate faces? These are
faces that run from pole to pole and have only 2 vertices. This often occurs
along with vertices that don't _quite_ meet at the poles. That is a common
problem with revsurfs and can really screw up a boolean.
I don't really understand why you cannot use a normal sphere. What do lights
have to do with it?<<
I have been able to use a normal sphere outlined by JKJ. I am having limited
success though with boolean. Sometimes works, but most of the time it does not.
I am still working on getting this done, fortunately with the help of others
here on the Forum. I need to place a light inside the hollowed out sphere to
show the inside surface as the continents "extrude" from the sphere.
Learning a lot more about modelling on this one!
Mike
The techniques described by JKJ have hit the nail on the head for this project.
I found that when I took the original sphere and did a scale/copy to around 90%
to create the inner core, booleans would not work. But, when I created a new
sphere with less geometry and its poles were 90 degrees out from the outer
sphere…things punched perfectly! Booleans seem to be a lot of trial and
error. Looks like I am on my way to creating this unusual model. Thanks to all
that helped.
Mike
Mike:
>> The techniques described by JKJ have hit the nail on the head
>> for this project.
As usual – JKJ is the Boolean King as far as I am concerned!
Greg Pyros