  | |  | Re: Multiple boolean subtractions - image samples | Re: Multiple boolean subtractions - image samples 2005-11-04 - By Michael Samuels
Back 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.
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Michael Samuels " The only limit is your imagination "
Email : msamuels@(protected) Website : http://msamuels.bravepages.com
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-- -- 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:
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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 > > > > > > > > Welcome Yahoo Members! > > http://www.eovia.com > Yahoo! Groups Links > > > > > > > > > Welcome Yahoo Members! > > http://www.eovia.com > > > > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----- > YAHOO! GROUPS LINKS > > a.. Visit your group "Carrara" on the web. > > b.. To unsubscribe from this group, send an email to: > Carrara-unsubscribe@(protected) > > c.. Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. > > > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----- > > > > [Non-text portions of this message have been removed] >
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