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Re: Multiple boolean subtractions - image samples

Re: Multiple boolean subtractions - image samples

2005-11-04       - By Michael Samuels

 Back
Reply:     1     2     3     4     5  

Hi claudia

thanks for the tip / suggestion

i just tryed a 3d Boolean in the assembly room, ( forgot or didn't know about
this option )

I attempted to  have 4 stretched cubes primatives blocks to cut into a  single
Cube / block

Alas i still got jaggies are you called them.

strangely i tryed a multiplue boolean cut / subtract in Hexagon and the result
was clean and smooth.

I guess this is 1 thing Hex is better at this that Carrara.





=======================================================================


Michael Samuels            "  The only limit is your imagination "

Email  :  msamuels@(protected)
Website :    http://msamuels.bravepages.com


=======================================================================

 -- -- Original Message -- --
 From: ccoles_avengers
 To: Carrara@(protected)
 Sent: Friday, November 04, 2005 5:31 PM
 Subject: [Carrara] Re: Multiple boolean subtractions - image samples


 Hi Michael,

 I think that the key thing here is to make sure that after you create
 your VM, that you convert to a primitive and boolean in the Assembly
 Room, not the VM.

 Here is a response with some tips I gave in an earlier post about
 booleaning:

 ----

 One of the tricks with booleaning in Carrara is that the object you
 are subtracting must completely transverse the object that it is being
 subtracted from, or you will get jaggies.

 For instance, the object that is cutting the hole should be equally
 dividing the object, with the same amount of "overhang"/slop on the
 top as well as on the bottom.  If there isn't and the cut object
 doesn't fully transverse the object it is cutting, then there is a
 tendency for jaggies.  Also, I have noticed that placing the cutting
 object perpendicular to the object surface being cut seems to yield
 the best results.

 Also, what I have found is that the more fine (subdivided) the vertex
 model cutting object is, the smoother the edge of the hole (depending
 on the object).  So if you are cutting some holes into a cube
 primitive and, let's say, are using a VM sphere, subdivide the sphere
 until it is nice and fine, and you will yield a smoother hole.

 Also, another tip: if you are using the 3D Boolean function in the
 Assembly Room and not in the Vertex Modeler (my recommendation), it's
 best to convert your booleaned objects to "primitives" first for
 better results.  Sometimes 3D booleaning won't even work in the
 Assembly Room if both vertex objects are not converted.

 I just whipped up a quick and cheesy looking salt shaker cap using the
 tips I shared above.  You will notice that there are no jaggies around
 the holes.

 <http://groups.yahoo.com/group/Carrara/files/Selocic/salt_shaker_cap_test
_divx.avi>
 [DIVX animation]

 The key tips for this clip were:

 1) making sure that both vertex objects were well subdivided to yield
 fine results. (VM spherical array as well as the VM half-sphere cap)
 2) making sure that both vertex objects were converted to "primitives"
 first before using the 3D Boolean function.
 3) making sure that the sphere array that I used to cut the holes
 transversed the cap completely in all areas.  In this case, I had to
 elongate the spheres along the Z axis to make sure there was enough
 overhang/slop on the top and bottom of the cap, all the way around the
 curved surface, to make a clean cut.

 So booleaning can be done successfully in Carrara, but you usually
 need some TLC first before you get the results that you want.

 Well, hope this helps some.

 Cheers.

 Claudia
 "Selocic"
 - 3D: when 'Flat' just isn't good enough! -


 --- In Carrara@(protected), "Michael Samuels" <msamuels@(protected)> wrote:
 >
 > thanks for the suggestion
 >
 > i have just tryed that alast it didn't work
 >
 > I even tesslated the block into smaller cubes with no luck
 >
 >
 > for what i can tell, it seems  if you do a series of bolean
 subtractions and some of the cuttings go in right angles to previous
 substractions, this messes up the object you are trying to make as the
 boolean cutting follows along the direction of the cut and so makes
 vertices in the direction as it were,
 >
 >
 >
 >
 >
 >
 > =======================================================================
 >
 >
 > Michael Samuels            "  The only limit is your imagination "
 >
 > Email  :  msamuels@(protected)
 > Website :    http://msamuels.bravepages.com
 >
 >
 > =======================================================================
 >
 >   -- -- Original Message -- --
 >   From: Elena Dent
 >   To: Carrara@(protected)
 >   Sent: Friday, November 04, 2005 2:49 PM
 >   Subject: RE: [Carrara] Multiple boolean subtractions - image samples
 >
 >
 >   Triangulate your model(s) before you boolean, it'll help.  First
 thing you
 >   do after you perform a boolean, triangulate the results.
 >
 >   Elena
 >
 >   -- --Original Message-- --
 >   From: Carrara@(protected) [mailto:Carrara@(protected)]On
 Behalf
 >   Of Tony Nowakowski
 >   Sent: Thursday, November 03, 2005 4:52 PM
 >   To: Carrara@(protected)
 >   Subject: Re: [Carrara] Multiple boolean subtractions - image samples
 >
 >
 >   Unfortunately, I believe this is normal. Carrara is a surface
 modeler, not a
 >   solids modeler. Doing stray-vertex cleanup is always a strong
 possibility
 >   with booleans.
 >
 >   Tony
 >
 >
 >   -- -- Original Message -- --
 >   From: "Michael Samuels" <msamuels@(protected)>
 >   To: "Carrara - List" <Carrara@(protected)>
 >   Sent: Thursday, November 03, 2005 6:34 PM
 >   Subject: [Carrara] Multiple boolean subtractions - image samples
 >
 >
 >   >
 >   > Before - Substractions:
 >   > ==================
 >   >
 >   > http://msamuels.bravepages.com/Before_Boolean_exp.html
 >   >
 >   >
 >   >
 >   > After - Substractions:
 >   >
 >   > ==================
 >   >
 >   > http://msamuels.bravepages.com/After_Boolean_exp.html
 >   >
 >   >
 >
 >
 >
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