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Boolean action problems ? - Simulate the boolean subtraction pro

Boolean action problems ? - Simulate the boolean subtraction pro

2005-07-07       - By David

 Back
Hello list,

Method to Resolve Boolean subtraction effects : simulate boolean subtraction

How with tS tools ? Use point edit tools to create same area as 2nd object.

How to SIMULATE the boolean subtraction operation:
Point edits erase vertices, faces etc until the entry area is achieved on the
object. Nudge vertice points as required. Use Object info refs as guide.  Do
the same on backside if required.
With face established sweep out then back to the backside of the object or
required depth.
Nice and clean awaaaay you go.


test references:
Detail of object: Working with High or level 3 add subdivision layers to a cube
object.
Problem: effects of boolean subtraction. A severe crimpled effect on object.

Result of method : A clean space separation through the object
                        : A clean space separation to varying depths of object
                        : The surrounding object space in the throughfare of
                        : the separation clean and intact on object render
Problems : Minor and fixable were slight imperfections of top layer surface.
How problems may be resolved ?
                : Careful use of the mouse movements when using selection
methods.

To boolean subtract or boolean add - Note, boolean add is not a problem here.

Objects state:  add subdivision layer cube object to 3 layers. and boolean
subtract a second object. The result is a crimpled effect.

If a second object must be inserted into the first object to create permanent
displacement of various areas and depths then this method will serve create
that area.

A Good result

David



David <hawksridge@(protected)> wrote:
Hello list,

Boolean problems may be eliminated or reduced with the following questions and
answers. For your consideration and response.

Questions which required answers:
1): What doe the boolean action do and what happens to an object in the process?
2): Does the pace of workflow have anything to do with the problem?:
3): How to resolve this with answers to the above two questions ?

First, What booleans do:
1): Booleans act on an and change an objects face.  2): An objects meshes must
reform to get the face to conform     to new angles and an exact (not) similar
mesh as its existing body.
3): The process of boolean action involves a lengthy calculation  process to
exact just how the meshes will attach.

Proposed Resolve: A,B,C
A): One resolve is to eliminate item #3. as the problem. Why ? If a calculation
 is still in process when exacting the boolean operation then the objects
future state reference (from calculations) may not be resolved. This defeats
the objects reform noted in #2.  To check this : read the performance meter
found in the task manager (XP) and if the cpu is still occupied then something
is still going on in the calculation process. Wait a bit to clear the cpu
processing activity before  doing the boolean operation .

B): The other is that other workspace actions may occur too soon after the
boolean action has been performed which may interfere with some value required
to resolve the mesh due to processing and referencing errors. This may be a
motherboard or video card processing limitation. Again wait for the computer
to cool down.

C): Think about your meshes before doing them. Just what this means may or may
not have any value.

I like A and B and (eliminate C for the most part) to resolve or at least
minimize the problem.

These are my thoughts which may or may not be correct but I hope shed some
light on the subject towards complete resolve. Other suggestions towards this
resolve either way  will be helpful.

Thanks

David



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<DIV>Hello list,</DIV>
<DIV><BR>Method to Resolve Boolean subtraction effects : simulate boolean
subtraction </DIV>
<DIV>&nbsp;</DIV>
<DIV>How with tS tools ? Use point edit tools to create same area as 2nd object
. </DIV>
<DIV>&nbsp;</DIV>
<DIV>
<DIV>How to SIMULATE the boolean subtraction operation: <BR>Point edits erase
vertices, faces etc until the entry area is achieved on the object. Nudge
vertice points as required. Use Object info refs as guide.&nbsp; Do the same on
backside if required.</DIV>
<DIV>With face established sweep out then back to the backside of the object or
required depth. </DIV>
<DIV>Nice and clean awaaaay you go.</DIV></DIV>
<DIV>&nbsp;</DIV>
<DIV>test references:</DIV>
<DIV>Detail of object: Working with High or level 3 add subdivision layers to a
cube object.<BR>Problem: effects of boolean subtraction. A severe crimpled
effect on object. </DIV>
<DIV>&nbsp;</DIV>
<DIV>Result of method : A clean space separation through the object&nbsp;</DIV>
<DIV>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;: A
clean space separation to varying depths of object&nbsp; </DIV>
<DIV>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; : The
surrounding object space in the throughfare of&nbsp;</DIV>
<DIV>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;:
the separation clean and intact on object render&nbsp; </DIV>
<DIV>Problems : Minor and fixable were slight imperfections of top&nbsp;layer
surface. </DIV>
<DIV>How problems may be resolved ? <BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; : Careful use of
the mouse movements when using&nbsp;selection methods.</DIV>
<DIV><BR>To boolean subtract or boolean add - Note, boolean add is not a
problem here.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Objects state: &nbsp;add subdivision layer cube object to 3 layers. and
boolean subtract&nbsp;a second object. The result is a crimpled effect.</DIV>
<DIV><BR>If a second object must be inserted into the first object to create
permanent displacement of various areas and depths then this method will serve
create that area.</DIV>
<DIV>&nbsp;</DIV>
<DIV>A Good result </DIV>
<DIV>&nbsp;</DIV>
<DIV>David<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <BR><BR><BR><B><I>David &lt;hawksridge
@(protected)&gt;</I></B> wrote:</DIV>
<BLOCKQUOTE class=replbq style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER
-LEFT: #1010ff 2px solid">
<DIV>Hello list,</DIV>
<DIV>&nbsp;</DIV>
<DIV>Boolean problems may be eliminated or reduced with the following questions
and answers. For your consideration and response.&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>Questions which required answers:<BR>1): What doe the boolean action do
and what happens to an object in the process?</DIV>
<DIV>2): Does the pace of workflow have anything to do with the problem?:</DIV>
<DIV>3): How to resolve this with answers to the above two questions ?</DIV>
<DIV>&nbsp;</DIV>
<DIV>First, What booleans do:</DIV>
<DIV>1): Booleans act on an and change an objects face.&nbsp; 2): An objects
meshes must reform to get the face to conform&nbsp;&nbsp;&nbsp;&nbsp; to new
angles and an exact (not) similar mesh as its existing body. <BR>3): The
process of boolean action involves a lengthy calculation&nbsp; process to exact
just how the meshes will attach.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Proposed Resolve: A,B,C<BR>A): One resolve is to eliminate item #3. as the
problem. Why ? If a calculation&nbsp; is still in process when exacting the
boolean operation then the objects future state reference (from calculations)
may not be resolved. This defeats the objects reform noted in #2.&nbsp; To
check this : read the performance meter found in the task manager (XP) and if
the cpu is still occupied then something is still going on in the calculation
process. Wait a bit to clear the cpu processing activity before&nbsp; doing the
boolean operation .</DIV>
<DIV>&nbsp;</DIV>
<DIV>B): The other is that other workspace actions may occur too soon after the
boolean&nbsp;action has been performed which may interfere with some value
required&nbsp;to resolve the mesh due to processing and referencing errors.
This may be&nbsp;a motherboard or video card processing limitation. Again wait
for the computer&nbsp; to cool down.</DIV>
<DIV>&nbsp;</DIV>
<DIV>C): Think about your meshes before doing them. Just what this means may or
may not&nbsp;have any value.&nbsp; </DIV>
<DIV>&nbsp;</DIV>
<DIV>I like A and B and (eliminate C for the most part) to resolve or at least
minimize the problem.</DIV>
<DIV>&nbsp;</DIV>
<DIV>These are my thoughts which may or may not be correct but I hope shed some
light on the subject towards complete resolve. Other suggestions towards this
resolve either&nbsp;way&nbsp; will be helpful.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Thanks </DIV>
<DIV><BR>David</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV><BR>__ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ _____
__ ____ ___<BR>*****************************************************************
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*****************************<BR>********<BR></BLOCKQUOTE>

<BR>
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<BR>
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