06-01-2005, 01:05 AM | #1 |
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Boolean Subtract
Hello, Just wandering, im doing the stratocaster tutorial, and iam in the pickguard part, were i make the boolean subtract.
Is it normal to take so long to cut the objects? Im talking in about 10 minutes and this dont stop. Thx
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06-01-2005, 05:06 AM | #2 |
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Well, logically the more surface clipping required the longer it would take. I personally haven't done the strat tut but I am very familiar with bool operations.
with my old 1.4 ghz amd cutting two standard pills from each other took a couple minuites. What is your system specs?
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06-01-2005, 07:36 AM | #3 |
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Hmm... sounds to me like LW may have crashed - ten minutes is waaaay too long for the booleans to take, hell, even on an old 386 they shouldn't take that long (assuming you could get lightwave to run on an old 386 that is )...
Cancel the boolean operation (if you can), otherwise, quit lightwave and get it back into a workable state, but before you try doing the boolean again, try moving your cutter object a little - it can sometimes have problems if there are polys that are trying to be cut along an edge for instance... |
06-01-2005, 10:17 AM | #4 |
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i first tried on portable acer 4001, 1.5 centrino with 512ram, well i thought it was normal, but then tried at my desktop a intel 3.0g , 1.5g ram, 160 sata, nvidia 5900 xfx and it still takes 10 minutes and counting, LW window stays in a state Not Responding...
Im gonna try your sugestion Mark, try and move some objects... Thx for the info
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06-01-2005, 07:26 PM | #5 |
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yeah that is waaaay too long man.
try booling two boxes together, one abotu twice as large as the other and just bool into one face of it. This shouldn't even take longer than a couple miliseconds, and if it does something is very, very wrong.
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07-01-2005, 09:27 AM | #6 |
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well i tried moving some objects, but the same result, so i tried boolean all objects at once, and left the computer working and then come back after a while.
It returned a message, something like that a polygon could not have more than 1024 vertices and didnt do the operatoin boolean. I think i have to divide the objects and make slowly, till i know a solution. I gonna try your sugestion in boolean just two boxes and see the result. Thx
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07-01-2005, 07:03 PM | #7 |
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Just out of interest, do you have any subpatches in your object that you're trying to boolean? If so, convert back to polys and see if that solves the issue.
Alternatively, post the object up here, and I'll take a look in LW 8 |
08-01-2005, 02:55 PM | #8 |
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Hello,
I tried boolean just two simply boxes, and its very very fast. No i dont have any subpatches objects that im trying to boolean. Im trying to subtract the pickguard layer with de boolean objetcs layer. I tried with one object and still takes more than 2 minutes. is it normal? I left here the object if someone can help please. Thx
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Vasco Ferreira |
08-01-2005, 03:32 PM | #9 |
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Hmm... well, I think that this might have something to do with the complexity of the object more than anything else. I count more than 600 points in just the top polygon of the pickguard. Personally I'd hazard that this is way too many for Lightwave to be able to cope with whilst booleaning the whole lot (took over 30 seconds to cut one of the shapes on a 3.2 Gig P4).
If recreating the pickguard with somewhat fewer vertices is out of the question, I'd suggest cutting the holes one-by-one and saving the object in between operations (just in case). |
09-01-2005, 01:01 PM | #10 |
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thx for the information, im gonna try recreate the pickguard with less vertices, or make the boolean operation befora giving more detail.
Thank you
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09-01-2005, 01:33 PM | #11 |
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OK, you can probably make do with around 2/3 of the points you had around the edges and still come away with a reasonable curve at the end of the modelling. Also, you should be able to use far fewer edges on the objects you use to boolean out the pickup holes (there were roughly half the points in the total pickguard in these alone)...
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09-01-2005, 06:11 PM | #12 |
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i didnt think it was all relevant the vertices of the objects i used to boolean. Now i have all the attention to these
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09-01-2005, 08:04 PM | #13 |
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Yes, a single polygon has a limit of 1024 points. Thus, when you get to drilling lots of holes into a complex piece of geometry, you have to ensure that you don't start to run out of them.
Another tactic you might be able to get away with instead of a complete remodel might be to simply split the top and bottom polygons into smaller individual polys, therefore giving fewer points per poly. |
11-01-2005, 10:05 AM | #14 |
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Hello again.
I follow your advice Mark and split the top and bottom polygon. That way the operation was very fast. Thx for the tip.
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11-01-2005, 12:43 PM | #15 |
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Cool. Glad to be able to help.
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