CompuServe Thread

#Boolean problem

8 messages in this thread
#186431From: Corey CooperAug 21, 1995 11:04 PM
I've run into a problem trying to 'carve' letters out of a box. I've lofted a series of characters that are 'beveled' (not using the bevel tool) into a trianglular cross section. I've tried lofting each character separatly and together, making the lofts more and less complex, and tessilating the box to varying degrees. What I keep getting is parts of the letters (triangular sections of course) just not cut out, and occasional triangular faces of the box looseing their mapping (I'm not sure whether re-applying the map corrects this or not). Any suggestions? C.
#186458From: Bruce . PearsonAug 22, 1995 2:42 AM
Corey, I don't know what you mean by "the box" you are tesselating. I've created tons of "beveled" text characters using the outline function in the 2D editor and then lofting the outlines. If you'll explain further, I'm sure I can help you out. Which way did you come in? Yuk, yuk :). BP
#186666From: Tim Krego, [pro.image]Aug 22, 1995 7:46 PM
>I've run into a problem trying to 'carve' letters out of a box. I've lofted a series of characters that are 'beveled' (not using the bevel tool) into a trianglular cross section.< Are you trying to use that for a boolean?
#186913From: Corey CooperAug 23, 1995 6:49 PM
OK, lets try again. I created a series of characters, they have a roughly triangular cross section. They are fine. I created a simple box in 3d editor. I tried to use the boolean subtract function to 'carve' the letters out of the box-object. I got the results I mentioned in the first message. No errors, but failed results. Mostly I'm curious about how to do this, since I went about it a different way and got the result I wanted (by lofting the box with the charcters) but I would like to know what I did wrong.
#186919From: Larry MintonAug 23, 1995 7:41 PM
Try this. Create a triangle around the characters in 2d shaper, and assign both the triangle and characters. Suck that into lofter and loft away. You may have to build a "backplate", but this should be easier than booleans! LM
#187041From: Yost GroupAug 24, 1995 10:41 AM
Instead of a standard box, try using a grid box with several segments, and see if that doesn't improve things. – Jack
#187132From: John K. JordanAug 24, 1995 6:08 PM
>>gouging out letters… PMJI, Corey, but you are probably not doing anything "wrong". It is very difficult to do what you describe if you have a lot of characters. I have had some success using a grid, as Jack describes – I used something like a 10×6 grid to create a routed sign. If a grid is not possible, some manual tesselation with Edge/Divide and Edge/Turn will make a surface that will usually work. Make sure both boolean objects have topological integrety. Also, create the characters with the lowest acceptable segmentation. (I nearly always set shape-steps to 0 and use Segment/Refine to segment curves only where absolutely necessary.) Among the problems, however, are a trememdous boolean time (about 15 minutes for one attempt), billions of faces, and a near-certain need for a lot of manual cleanup and smoothing work. I think the lofting method is a much better way to do this – create a "squished" shape for the bottom of the V for each character and loft the whole mess. This is a lot more work for a U-shaped bottom for each letter, but it is still possible. BTW, one thing I might suggest to enhance this method is to manually place some vertices around the perimeter of the box with Segment/Refine to help keep the lofter from making too many long, skinny faces from the letters to the corners of the box. JKJ
#186946From: Jerome R. KaliszAug 23, 1995 9:25 PM
Indeed, it's hard to offer any specific help without further detail, but I can say this much: Don't expect booleans to always work in 3DS. Often, not matter what you do to the mesh, they will not succeed. You're at least on the right track by making lofts more and less complex and trying varying desgrees of tesselation. You should also try moving the meshes around by slight degress, using modify/edge/divide on long, narrow faces that intersect verticies on the other mesh, and using "optimize" IPAS if you have it. Good luck. Perhaps there are others who can give you more specific tricks with more specific info from you. But, as I said,often booleans just won't work without a small miracle.