3D Studio Max hell, and why the pyramid is taking so long...
14 years ago
If I could get my hands on the idiot that programmed the boolean functionality plugin for 3dsmax...ugh! After fighting for several days straight, I finally got a half-way decent slice, for the bay windows near the cap. (The object I used for the cut itself, kept merging with the mesh instead of doing it's job!)
For those that haven't touched a 3D application, booleaning is using one 3D object to cut a specific shape out of another. Lets say I create two spheres, one that's one hundred meters in diameter, and another that's only five meters in diameter. I can take the smaller sphere, move it to where I want, and run the boolean function. What I would be left, would be pretty much the Death Star from Star Wars. This simple function, saves countless hours/days of manually moving vertex points to the desired areas.
Now, what's the big deal, that sounds simple enough, right? If you don't manage to run into a glitch with the software, sure! Glitches like having points offset by 0.02 feet (I have the scale set so that one grid block equals ten feet). That doesn't sound like much now, but it can mean the difference between a nice looking mesh, and a huge mess of errors to clean up. For example:
It means the difference from a mostly clean looking slice like this: http://img716.imageshack.us/img716/.....mostlyfixe.jpg
and crap like this: http://img515.imageshack.us/img515/.....orsgalore1.jpg
or as extreme as this: http://img820.imageshack.us/img820/.....orsgalore2.jpg
So yeah, I haven't given up on the project, but I'm determined to get it as accurate as I possibly can. I want to do this wonderful piece of architecture some justice!
For those that haven't touched a 3D application, booleaning is using one 3D object to cut a specific shape out of another. Lets say I create two spheres, one that's one hundred meters in diameter, and another that's only five meters in diameter. I can take the smaller sphere, move it to where I want, and run the boolean function. What I would be left, would be pretty much the Death Star from Star Wars. This simple function, saves countless hours/days of manually moving vertex points to the desired areas.
Now, what's the big deal, that sounds simple enough, right? If you don't manage to run into a glitch with the software, sure! Glitches like having points offset by 0.02 feet (I have the scale set so that one grid block equals ten feet). That doesn't sound like much now, but it can mean the difference between a nice looking mesh, and a huge mess of errors to clean up. For example:
It means the difference from a mostly clean looking slice like this: http://img716.imageshack.us/img716/.....mostlyfixe.jpg
and crap like this: http://img515.imageshack.us/img515/.....orsgalore1.jpg
or as extreme as this: http://img820.imageshack.us/img820/.....orsgalore2.jpg
So yeah, I haven't given up on the project, but I'm determined to get it as accurate as I possibly can. I want to do this wonderful piece of architecture some justice!
Talonblaze
~talonblaze
Hrm, I haven't tried 3ds' boolean functionality myself, since I mainly use it for rendering and advanced stuff, since most of my work is in SoftImage. Hopefully it will smarten up and fix itself eventually and save you some headaches.
Vertigo1
~vertigo1
OP
Most of the time, it usually does the job fine. It's just when I get down to real fine detailing, that it can royally screw up hardcore!
Talonblaze
~talonblaze
Hrm, then why use boolean? If your doing such fine detailing you should generally do it yourself, or so I'm told. Boolean is good for those quick fixes, it has too many chances of messing up doing fine detail. Especially if multiple booleans are involved.
Vertigo1
~vertigo1
OP
Because it's pretty much all I can do with this application. It's just in this one instance, it's really screwed up royally. Usually it's just a couple vertexes off at the most. Shit that would maybe take five seconds to fix. It's just in this instance, I had the slice objects in the exact coordinates I needed them to be, and shit blew up. Maybe I had too high a polygon count on them or something?
Talonblaze
~talonblaze
How many poly's are you using? And more importantly is this the first boolean you used on the object? 90% of the issues with boolean is because another has been used on the object previously. Most 3d programs tend to hate that last one.
Vertigo1
~vertigo1
OP
I was using boxes with about 10 segments on length width and height. I made eight of them, four for each pyramid object. (I have one pyramid for the outside glass, and another for the split along the middle.) All but two of them sliced correctly.
Talonblaze
~talonblaze
Hrm, wish I could help there. All I can say is, try duplicating the ones that worked, modify and use them instead? Thats the most I can think of to help your situation without you suffering through hours of trying to get the calculation engine to work properly, if it ever does.
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