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#1 |
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Testing the new AC3D and its boolean function ...
This picture is the result of a simple cube (8 vertices) substracted from a simple face (4 vertices) : ![]() Where is the improvement here ? Do I miss something ?
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#2 |
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This is normal. At the moment, there's no solution for simplifying the surface left around a hole (or multiple holes) in a single polygon (because the result is not a single polygon).
For this situation, triangulate (or divide) the original surface before the boolean, you'll then get a clean hole with less polygons. Note that this is better practice anyway, since concave polygons with lots of vertices are less efficient. |
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#3 |
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Indeed Andy,
I've made some extra tests with a block and the result is really cool. I guess there's a lot of work behind that boolean function. Thank you for that.
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#4 |
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Hi I have made a couple of tests with this function, and I have found that, If you make a 2d suface then divide twice , then create the cube, then place it to the position you want then use the boolean function then you get normal vertices you can make multi holes by repeating the cibe to selected area and repeat the boolean which does work maybe some one could write a script to do this in one operation.
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#5 |
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like this, sorry fogot the picture
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#6 |
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I don't think the improvements will show so much if you just cut a square hole out of a flat object.
Try something like a section of a globe cut out of a cube, or cut an object out of a complex 3D shape; then you'll see the gains made. Even with that first example, all it would take to improve that is to Combine a few of the polygons and that's all the cleanup you'd likely need. Before, you might have dozens of vertices hanging around an area where they all ought to be welded together as one. I think the new Boolean is a HUGE improvement over earlier versions. In its effect as well as in making the setup sequence more intuitive. Hats off, Andy and crew!
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#7 |
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Agreed !
I've already made a lot of tests with different shapes, and except 1 or 2 "exception error" (I will try to report them if I can reproduce them), the new boolean function is great. Plus, the example I've shown above was a quick try without reading the manual. The manual says indeed that the function can't really deal with that "special" case. Shame on me ![]()
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#8 |
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I've found that subtracting objects that don't totally intersect are currently working as expected - only one face per vertex of the subtracted object is created. But the subtraction like you are doing results in about 2-4 times the number of vertecie. Triagulation just makes the existing face prettier, but the inner faces are still quite a mess.
However, compared to the previous iteration, the mess is just a coke can on the floor vice a hurricane aftermath area. I think I can learn to get along with 6.1... Next should be stickie tools. For example if i am going to make a ton of holes in faces via the hole tool, it would be nice to hold down ctrl or something to repeat the action on every face I click. |
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