CompuServe Thread

#Modelling Help

12 messages in this thread
#185048From: DAN SPOMERAug 14, 1995 8:10 PM
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
#185097From: Robert C. RitgerAug 15, 1995 12:24 AM
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
#185141From: DAN SPOMERAug 15, 1995 8:12 AM
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
#185313From: Robert C. RitgerAug 16, 1995 12:16 AM
Mike: I got the file and I'll see what I can do with it tomorrow. – Bob Ritger
#185328From: DAN SPOMERAug 16, 1995 1:28 AM
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
#185510From: Robert C. RitgerAug 16, 1995 8:07 PM
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
#185185From: John K. JordanAug 15, 1995 12:02 PM
>>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
#185194From: DAN SPOMERAug 15, 1995 12:46 PM
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
#185389From: Forcade & AssociatesAug 16, 1995 10:07 AM
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
#185410From: DAN SPOMERAug 16, 1995 11:21 AM
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
#185475From: DAN SPOMERAug 16, 1995 3:24 PM
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
#185625From: Aug 17, 1995 1:02 PM
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