The Boolean object simply combines two or more objects by performing the operation on them. So ProBoolean takes that a step farther and allows you to combine multiple objects at once, with each having a different operation on them. Meaning, that you can subtract one object and union another object at the same time with ease. Another thing that ProBoolean does is subdivide the result into quadrilateral faces, which is a good thing when working on smoothing edges with MeshSmooth and TurboSmooth. ProBoolean, as well as ProCutter, move around texture coordinates, vertex colors, optionally materials, and maps from the operands to the final results. ProBoolean has a built-in decimation function. Decimation is of better quality if it is integrated with the Boolean operations. ProBoolean operations also work on letters, loft objects and NUBRS.
ProBoolean supports Union, Intersection, Subtraction, Merge, Attach, and Insert. The first three operations are pretty much the same as the Boolean operations. The Merge operation intersects and combines two meshes without removing any of the original polygons. The Attach operation combines multiple objects into one without affecting their topology, they are separate elements of the compound object. And the Insert operation subtracts the bounding shape of operand A from operand B, and then replaces the cut-out part with operand A. So essentially, ProBoolean is a more advanced version of its counterpart, making it more useful when it comes to functions inside the operation and making more complex objects in 3ds Max.
Hiren, Jadav. “3ds Max Tutorial.” 3ds Max- pro Boolean Tutorial, 1 Jan. 1970, max2014tutorial.blogspot.com/2015/03/3ds-max-pro-boolean-tutorial.html. “ProBoolean Compound Object.” Autodesk Support & Learning, Autodesk, 5 Dec. 2017, knowledge.autodesk.com/support/3ds-max/learn- explore/caas/CloudHelp/cloudhelp/2018/ENU/3DSMax-Modeling/files/GUID- 7621338C- 661E-4A8E-9CC5-87DC8420D51A-htm.html.
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Most of our work inside of the 3D modeling software, 3ds Max, been using the Compound objects, which is essentially combining two or more objects to make a singular complex object.
Scatter randomly scatters the selected source object as an array, or over the surface of a distribution object. The BlobMesh compound object creates a set of spheres or particles, and connects the spheres together like they were made of a soft, liquid substance. When the spheres move within a certain distance of one another, they connect together. When they move apart, they take on a spherical form again. Boolean object combines two other objects by performing a Boolean operation on them. Loft objects are two-dimensional shapes extruded along a third axis. You create loft objects from two or more existing spline objects. One of these splines serves as the path. The remaining splines serve as cross sections, or shapes, of the loft object. As the first quarter comes to a close, I now have the opportunity to look over the nine weeks that had flown right past me and pick out the things that I had done well on, versus some of the corners that need cleaning up.
The quality of my work has risen unexpectedly, although the case for this might be the use of more intricate and complex tools and features to make things in 3ds Max, the sight of the new art work impresses me when I compare some of the things I made in 3ds Max last year. Looking back I definitely know that my skill has increased due to working in this software every day. Although my attention on assignments are usually none or too much. I will admit that quite some time has been spent either playing around rather then working, causing some complications to my grades and time I have left for assignments. And, to add my extreme preciseness and "working harder then smarter" has been a factor into this period of time. Now making me look back and try to think outside the box more often then I usually do. The main thing is even though there where problems in the road, I actually enjoy 3ds Max (when it works...) and seeing the new things I make in the class. It generally is one of my favorite parts of the day. |
AuthorMy name is Malachi R. Williams. Welcome to my Blog about Game Design and my Digital knowledge. Archives
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