Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography


Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies)
  Maxforums.org Members Gallery
(516 replies)
  SON OF POST YOURSELF
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Help with boolans and engraving text please
show user profile  hyper
Hi,

So I have an object that already has multiple booleans cut out of it. And I still need more. Firstly, this is what it looks like when I cut a new boolean out of it:

It creates loads of extra lines, and this happens every time. I can get rid of most of them, by converting it to an editable poly and using the "Remove" tool while selecting those edges. Like so:

Those lines that are left I can't get rid of, seems there is always one per boolean that has to stay, any way of getting rid of them?

Next question, that text, "SAFE, SEMI, AUTO" I want to be engraved into the object. So, I used the text tool to create them, and extrude modifier to give them depth, then tried to use boolean to cut it out of the object, but this happens:

So my questions are, why is this happening? Can I fix it? Or is there an alternative?

I would appreciate any advice on this, thanks.
read 1438 times
2/18/2011 3:12:24 PM (last edit: 2/18/2011 3:13:43 PM)
show user profile  carrrottt09
Have you tried using ShapeMerge (under compound objects) then extruding? Or typing the text, then extruding it and placing it where you need it-attach it to the object or just group them together?

read 1418 times
2/18/2011 3:58:09 PM (last edit: 2/18/2011 3:58:09 PM)
show user profile  npcph
Booleans in Max are very unstable and unpredictable. the system doesn't do what you want for the most part and leave a very ineffiecient mesh with a lot of errors. When you model, you should try to keep everything in quads with good loops. when you use boolean, it doesn't do that, it just makes the hole with vertices where ever it feels it needs them. I always have to remove a bunch of vertices, and add in a bunch of cuts to make the mesh useable again. Way more work then just doing the cut manually.
you would be better trying to model in the parts that you want to boolean or use displacement. If your on Max 2011, i think the ProBoolean was an improvement, but still not great.

[EDIT] Shape merger is better, but will still have similar issues. and removing the lines will not fix it. when you render, you'll see a whole mess. I would recommed trying displacement maps if it's just text.

read 1413 times
2/18/2011 4:06:58 PM (last edit: 2/18/2011 4:09:58 PM)
show user profile  hyper
Thanks for the replies, I haven't heard of or used ShapeMerge or Displacement Maps before. I will look into them and try them.

Yeah booleans do seem to just create a mess half of the time.

When you say "do the cut manually" how would you go about that exactly? I would guess you mean using the cut tool to create more edges, adjusting the vertices / edges to create the shape I want to cut and then extruding the shape down?

I'm using max 2009 so can't try ProBoolean. Edit: actually ProBoolean is on 2009, but I'll try the other methods first :P

Sorry for my ignorance I'm still a beginner really.
read 1402 times
2/18/2011 4:30:27 PM (last edit: 2/18/2011 4:37:22 PM)
show user profile  npcph
when i say cut in, i meant to manually move the vertices and add in cuts or edges to form the hole or indent. For example, when i create an object (not saying im an expert or even good) i try to make it with the least amount of polys as i can. then as i modify the object and find i need more polys in places, i do a cut or choose all of the edges and do a connect. now you have a good work loops and no tris or 5 sided polys and it will smooth more neatly with less errors. once you get the verts where you need them, then i would do an extrude to make the indent or delet the polygon to make the hole.

read 1395 times
2/18/2011 4:44:21 PM (last edit: 2/18/2011 4:44:21 PM)
show user profile  hyper
Ok I understand that npcph. I tried ShapeMerge, it worked a lot better, but still created a few extra cuts. I'm not really sure about Displacement mapping.

I think I want to do it manually, but don't really have a clue how to make a circle shape on the object without creating a circle spline and using ShapeMerge? (which I tried, only created 1 extra cut, but I want it clean)

Edit: For testing purposes, I tried to cut a square in the object and extrude it down to create a hole. It worked fine but it still created an extra cut connecting to the edge which I can't remove, the results look the same as boolean. I literally just used the cut tool on each of the corners of the square, am I doing something wrong?

read 1383 times
2/18/2011 5:16:53 PM (last edit: 2/18/2011 5:26:46 PM)
show user profile  advance-software
Avoid displacement mapping where possible. They render very slowly.
read 1380 times
2/18/2011 5:20:02 PM (last edit: 2/18/2011 5:53:17 PM)
show user profile  carrrottt09
Try working with your smoothing groups. Sometime that helps a lot. Also, you can use 'connect' to joint up some more of the verts. For example, it may help to connect some of the verts on the square that you made, to to the circles. While this still leaves you with tons of n-gons, it has helped me in the past.
read 1370 times
2/18/2011 5:48:47 PM (last edit: 2/18/2011 5:48:47 PM)
show user profile  npcph
if you look at that, you have a bunch of unconnected (not sure how to say it exactly) vertices. can you show a screen shot of your model so i can see what your trying to do exactly. then i can show you how i would cut it up to make it smooth properly.


read 1356 times
2/18/2011 6:54:48 PM (last edit: 2/18/2011 6:54:48 PM)
show user profile  hyper
ok, here is the whole object, with vertices shown. The grey unselected circle is where I want to cut a hole.

Is that what you wanted? Let me know if you want to see anything else.
read 1350 times
2/18/2011 7:43:57 PM (last edit: 2/18/2011 7:44:33 PM)
show user profile  npcph
what is that thing on the right side. is that an interior object or what. can you show a perspective view of it.

read 1347 times
2/18/2011 7:49:45 PM (last edit: 2/18/2011 7:49:45 PM)
show user profile  hyper
Sure, that is an odd shape that sticks out of the side of the guns (it's a gun if you didn't realise :P) body. I made it separately and attached it to the body.

read 1342 times
2/18/2011 7:59:42 PM (last edit: 2/18/2011 7:59:42 PM)
show user profile  Manolo
Hey Steve, it depends...

by the way, howcome the guys from chaos made the vray- displacement mod so much efficient, render times wise, than the displace maps? Is it a totally new approach? I'd like to know -in earthling language-

Cheers,

Manolo
read 1302 times
2/20/2011 5:28:15 AM (last edit: 2/20/2011 5:28:15 AM)
show user profile  advance-software
Hey Manuel - you're right, it does.

In general displacement mapping tessellates a mesh evenly across the surface introducing lots of new triangles. More triangles = slower renders.

There are clever tricks you can do to reduce this tessellation & this example shows one possible optimization. If you have a large area of the displacement map at the same height, you don't need tessellation in that area because the mesh height doesn't need to move up/down.

Another one is view dependent tessellation. If you have an area of the mesh a long way from the camera (directly or via a reflecting or refracting surface), you don't need so much tessellation because you can't see the detail clearly in that area anyway.

No idea how much of this is implemented in the vray displacement mod. Would be interesting to find out.

Standard unoptimized displacement is dumb & slow. Hence initial advice. You could try a displacement followed by a mesh optimize.
read 1296 times
2/20/2011 11:07:57 AM (last edit: 2/20/2011 11:43:09 AM)
#Maxforums IRC
Open chat window


Support Maxforums.org