SmoothBoolean v2.0 - video tutorial

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hello guys i'm kamil from km-3d.com and this is a video tutorial on how to use the smooth boolean plugin for 3ds max version 2.0 so first i would like to show you how to handle the low poly meshes properly like we have here i will show you the new option which allows you to increase the strip's density when and where you should use it to get the best results so let's create a simple problem setup from these two objects let's make a subtraction and convert it to smooth boolean object okay so this is the new dialog where you can subdivide the initial strips but for now i won't change anything just press ok here i will also choose yes but i will explain what it is a bit later okay so as you can see there's a problem with with this insets near those corners we can try to fix it by lowering the relax iterations here but you can clearly see that this strip simply doesn't have enough vertices and we should probably subdivide it so as you see there are much more vertices now so we should be able to obtain better output mesh in this one let's solve it and see what we got okay so this result on the right looks much better you can still increase the the fillet segments multiplier here we will do the same thing here but even if we go very high with this value we probably won't get a good result because those strips are just too sparse we can lower the weld threshold here to get rid of this shading issue on this side wall okay so that's it okay so in this video i will show you how important are the smoothing groups for smooth building and i will show you what problem issues you can run into and basically how you deal with them so smooth building creates the strips on the edges where two different smoothing groups meet this is pretty straightforward but it means that each smoothing group issue can create an unnecessary strip or will not create it where it should be so it will always lead to an error so i would say the smoothing groups arrangement is crucial for smooth building okay so let's now create a simple problem object from this box and two spheres as you can see on the top of this sphere there's a smoothing error caused by problem so let's now try to convert it and see what happens so here i will press no because i don't want the smooth building to fix any smoothing groups issues i just wanted to get the input as it is so we have that unnecessary strip here where the problem with smoothing groups was and this is bad so let's so let's restore the problem object now and now i press yes so this move building will try to detect and fix any smoothing groups issues automatically as you can see it worked fine here but now i will show you the situation where it fails let's create a smooth boolean from this from these objects okay so there's already an issue we can see the shading problem here let's convert it press no for now okay so there's an error because smooth boolean just couldn't handle this part of the mesh let's try the automatic repair press yes as you can see it failed this time so we need to fix the smoothing groups manually to do that we just need to add an edit poly modifier and set the proper smoothing groups here by using autosmooth for example okay now we should be able to convert it to smooth boolean and solve that mesh okay so now you may ask what if i want to have multiples moving groups on my object but not create the chamfer strips on each of their borders so i will show you how you can achieve that let's create two cylinders make a problem object from that and just create a smooth building object from what we have here okay yes yeah so as you can see we have four strips okay let's let's copy this object so here i will temporarily unify the smoothing groups on the polygons where i don't want to have the strips on okay let's convert and we have just uh one single strip let's solve it and add an edit poly modifier on top and restart the original smoothing groups arrangement okay so let's stop here for a moment as you can see even though i changed the smoothing groups the arrangement nothing really happened the mesh looks just the same as before and this is because 3ds max 2021 from 2021 tries to maintain the explicit normals by all means so so basically if a mesh has the explicit normals the smoothing groups have no impact on the shading of the mesh to reset the normals of some vertices in max 2021 we will need to use the edit normals modifier let's select the appropriate normals and press reset button and that's it that's the result we wanted to achieve in this example i will show you how to get a paneling effect on a mesh the object will look like it's fractured into multiple pieces that's really easy just follow my steps [Music] so [Music] in this video i will show you how you should edit a smooth pulling output mesh without losing the explicit normals let's create a problem object convert it to smooth boolean solve it and now let's add an edit poly modifier and let's stop for a moment because if you are using max 2021 or later you should reset the normals first by using the edit normals modifier and you should do it before adding the edit poly and this is because edit poly modifier in max 2021 does not rebuild the normals like it used to but i'm using max 2014 in this example so i just add an edit poly modifier and that's it let's make some changes in the mesh some chamfers okay let's unify the smoothing groups alright so i've already modified my mesh but if you look closely you will see some shading issues near the chamfers created by smooth boolean and this is because all the normals have been rebuilt once we've added the edit poly modifier so how to keep the smooth explicit normals on the vertices that we didn't touch let's make a copy of this object and remove the edit poly modifier from it and here we need to select the vertices switch which we want to have the explicit normals restored let's add a sb normal map modifier now and pick this copy and just select use vertex selection and that's it the object looks nice and smooth like before now i will show you how to use this move bridge modifier it allows you to breach two edge loops of a single mesh with even or uneven edge count [Music] in this example i will show you how you can modify your boolean setup by adding for example new operands without losing your strip settings like radius fillet segments multiplier etc basically you don't even need to do anything just revert your smoothbooling object to probably make some modifications and convert it to smooth boolean again this is very simple just watch the video [Music] so [Music] okay so this one is a troubleshooting video it will cover a few aspects of smooth bullying and the mistakes that users usually make just a typical smooth boolean workflow so let's start with this kind of problem setup which looks okay on first side let's convert it to smooth boolean and when i want to solve this mesh i have a warning message on the solving button so it means i need to check the strip 122 let's select it okay so so the problem is obviously here we have a lot of inter-penetrating insets and this is bad so let's revert it to problem and and make some adjustments i will select this big sphere and move it a little bit higher okay let's convert it again okay and we have another warning and this time it's strip 18 so let's select this one okay so here we have this tiny little strip right here which is causing the problem uh we would be able to solve this match but only at a very small radius value here so let's adjust the boolean once again i will create a box here and trim the problematic areas with it okay for example we can't do it like that [Music] because this tiny strip right here will also cause problems i will move this box a bit deeper okay that should be fine let's subtract this and convert it to smooth building okay okay so as you see i have a shading issue and i will try to fix this now auto smooth okay this is it requires some manual work okay let's convert it to smooth boolean okay so this is looking good another common problem is setting the radius to white so so that it overlaps or cross another strip like in this situation right here so let's enable the highlight unselected strip so i will easily see the limits now okay let's unify the radius for all of the strips and solve mesh and voila looks very nice thanks for watching see ya you
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Channel: KM-3D.COM
Views: 24,939
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Id: 47BgYBx609c
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Length: 24min 33sec (1473 seconds)
Published: Tue Sep 29 2020
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