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Cut out / Alternative to Boolean
show user profile  siem
Hi,

I'm trying to find an other way to simulate the effect created with a ProBoolean. I have a complex polygon shape (a mask) and I have drawn a test shape in Illustrator. If I increase the subdivision to a high level and apply the bool, I get a pretty satisfying result, though I don't think this has a great effect on geometry. For the purpose of 3D printing, I'm afraid I might get some bad results.

I was thinking about using an entirely different modeling method, but I am only proficient in poly modeling. I believe there is something called spline modeling. Would that be an option? Can somebody give me advice?

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read 1039 times
7/24/2015 8:09:10 PM (last edit: 7/24/2015 8:11:54 PM)
show user profile  FX
If it's for 3d print I'd most definitely look into Modo & Meshfusion :





...or Zbrush, remesher projection, 3D coat etc etc


Watertight meshes are part of Meshfusions workflow, so will give you print ready models every time.

Max booleans are so dated they are useless for anything other than very basic operations...they will drive you nuts. ;)










read 1008 times
7/24/2015 10:37:50 PM (last edit: 7/24/2015 10:37:50 PM)
show user profile  donvella
whats wrong with boolean?




read 994 times
7/25/2015 12:42:17 PM (last edit: 7/25/2015 12:42:17 PM)
show user profile  FX

read 994 times
7/25/2015 1:06:30 PM (last edit: 7/25/2015 1:06:30 PM)
show user profile  ccampbell
Hi Siem,

Using Booleans is just fine for 3D printing. In fact, sometimes it's the only way to get the job done. After all, not all geometry is hand made or easily reverse engineered.

Contrary to common max-ology while the boolean algorithms aren't the best out there(*cough symvol*) they are really quite good if you know how to use them but that's the catch. For Max's ops to work well you need similarly dense meshes, no coincident vertices or edges, and no co-planar faces. You would also want to use quad and for best results do no remove any edges.

3D Printers are agnostic to the geometry's you give them(generally). Usually limited only by the software's capability and the physical print fidelity.

@FX - Cool Vids




$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};



read 965 times
7/25/2015 10:24:18 PM (last edit: 7/25/2015 10:24:18 PM)
show user profile  FX
lol, max booleans, a workflow only a nerd could love, it's a shame Marius stopped developing his quad boolean, it looks mighty impressive.
read 949 times
7/26/2015 12:39:29 AM (last edit: 7/26/2015 12:39:29 AM)
show user profile  siem
Hi guys, thanks for the info,

So far I've been getting decent results using the ShapeMerge compund object and the Cookie Cutter option. Using a bool on a more complex shape, I want the whole to thing to be riddled in holes in the end, caused a lot of geometrical collapsing. Using the ShapeMerge object on a fairly NURMS divided surface gave an accurate effect. After that I added a Shell and that went well. The surrounding faces don't seem affected by being cut into non-quad strange shapes, judging on the reflections. Uploading to the 3D print services model checker doesn't give me any big alarms.

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Shame the Quad Boolean script is discontinued, looked pretty promising. The only problem I now have is with shelling the shape. I can't figure out how to shell my poly outwards equally in all directions. So far I can only shell directly forward, which leaves the hind part of the model with very thin walls.
read 895 times
7/30/2015 1:35:56 PM (last edit: 7/30/2015 1:37:04 PM)
show user profile  FX
Yup, problematic workflow, but that's a mighty fine result, kudos for your patience.

You should be able to shell outwards, try a reset xform before shelling.

I'm not sure if your cleaning the verts after shape merge, but this little script may help...

Vertex Cleaner
http://www.scriptspot.com/3ds-max/scripts/vertex-cleaner

read 889 times
7/30/2015 2:58:55 PM (last edit: 7/30/2015 3:00:05 PM)
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