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Mastering
3D Studio MAX R3 |
Modifying
with Booleans
Booleans are probably the most frequently used compound object in 3D
Studio MAX. The term Boolean is derived from a reference to Boolean
algebrathe heart of digital 0-or-1 logicand furthermore to
the 19th-century English mathematician George Boole, who devised this
algebra.
In MAX, when we use Booleans, we are either adding one object to another,
taking away one part of an object, or refining the mesh of an object where
these two parts intersect. In essence, we are melding or cutting objects
with other three-dimensional objects to achieve a desired shape.
When it comes to using Booleans, there is a rule of thumb as to how to
proceed. (This rule is based on a much earlier version of MAXs Boolean
that had fewer controls, but the rule still applies in principle, and
is a good guide to using Booleans and other compound objects.) The rule
is, a Boolean operation modifies the first operand and deletes the second.
This means that when you have two objects to be used in a Boolean compound
object, the first object is the object you intend to change
or cut with the second. After the operation, the second object
disappears.
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| TIP The Boolean rule of
thumb is: Modifies the first, deletes the second.
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Past versions of Boolean were questionable at best, but the new Booleans
in MAX R3.1 are more stable and flexible. This improved version works
well with some simple ground rules.
- Mesh Density: Be sure you have enough faces
(that is, a high enough Mesh Density) in the overlapping volumes to
give MAX lots of options for calculating where to cut. If MAX has too
few options, it is more likely to fail.
- Avoid long faces: Be happy? That too, but
this really means avoid faces that are long and narrow, such as spider
web-like faces. These types of faces are more difficult for MAX to cut
through.
Lofting for
Special Model Types
Lofting is another method for generating special types of models. Although
its a compound object, Loft is a significantly more advanced feature
than other compound objects.
Similar to surface tools in many respects, lofting uses a series of primarily
2D (but also 3D) cross-section splines aligned in a certain way, to generate
a surface skin for the model.
Unlike surface tools, lofting is not as flexible when it comes to the
addition of surfaces (such as adding fingers on a hand). Loft requires
a single spline along which these cross sections are extruded. To Lofts
advantage, you can have multiple shapes of any vertex count along the
path. The resulting object will have cross-section shapes at chosen points
in the path with a continuous skin wrapped around it all. After a loft
object is created, it can be turned into a NURBS object, an editable mesh,
or a patch.
A loft object is made of two partsthe shape and the path. Unlike
other compound objects, the loft object is created only when the Get Path
or Get Shape function are used.
The Shape
The shape is the cross section that defines what contours the geometry
will have in that area. It can be virtually any form and have any number
of vertices, as the various shapes in Figure 4.11 demonstrate.
FIGURE
4.11 Some sample shapes for lofting
A good example of a shape cross section might be a roadbed, with the
pavement, curbs, and center divider all as separate shapes attached together
as one object.
Lofting multiple shapes together gives you the ability to form and work
with a single object with built-in sub-object elements.
The Path
The path is yet another spline required by the shape to complete its
form. Think of the path (the first element in Figure 4.12) as the common
directional support structure going through the middle of the shapes.
The loft defines the direction, whereas the shape defines the form.
FIGURE
4.12 The path, the shape, and the final loft
Although the creation of a loft is just an extrusion process, this tool
does provide for some powerful functions that let you create very complex
objects.
All lofts have the ability to be deformed in many different ways; the
individual cross sections (generally referred to as shapes on the
path) can be rescaled, tilted, offset, and twisted and beveled,
as weve done in Figure 4.13. There is also the special ability to
have yet a fourth spline cut through the loft, perpendicular to the main
path.
FIGURE
4.13 We segmented and transformed the final
lofted object to get this tree.
Compound objects in MAX arent the most stable things in the world.
If they get corrupted, the only thing you can do is start completely over.
But using Get Path or Get Shape is just a matter of which is more convenient
to the model.
Using Connect
As mentioned earlier in this chapter, Connect is a very useful compound
object to bridge the openings of two solid objects. In fact, those are
really the only requirements of this compound object. The openings in
the object need not even have the same face count.
Once the connection between the two models has been made (hence the name),
there are really only two major settings to be concerned about: interpolation
and smoothing.

- Interpolation controls the complexity of
the span between the two objects. The two settings for this are Segments
and Tension. Segments are the number of subdivisions in the mesh, and
Tension is the tightness of the skin (span).
- Smoothing is fairly simple as well. Just
two check boxes control the smoothing of the span in the middle and
at the ends.
Merging with
ShapeMerge
ShapeMerge is a tool that takes two-dimensional splines and projects
them along one axis onto a 3D object. The surface of the object is refined
when the shape of the spline actually etches new edges (and
therefore faces) onto the geometry.
In the fuselage example earlier in this chapter, we saw how an ordinary
rectangle can be used to cut a doorway into the side of an airplane fuselage.
Other possibilities for this modifier include any type of surface refinement
that can be defined with a spline.
Removing the new faces is not necessarily required either. In our plane
example, instead of using a door shape to cut an opening, we could have
used text to put the name of the airline right on the side as part of
the geometry.
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| WARNING When using ShapeMerge,
it is very important to have the mesh object, not the spline, selected
before you create the compound object! The creation of a compound
object is in some cases not undoableand this is one case. If
you have the spline selected and then choose Create Ø
Compound Object Ø ShapeMerge, you
will convert the spline to the new object type and render it useless.
There is nothing you can do but recreate the spline (unless you did
a Hold, of course!).
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© 2000, Frol (selection,
edition, publication)
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