From: Chad Baker To: 3DS Max List <3dsmax@engramdigital.com> Subject: RE: Booleans ARRRRGGGHHHH!!! Date: Wednesday, March 15, 2000 7:05 PM Booleans are super super touchy. The result you're getting is a very common result of an imperfect boolean operation. Essentially, both meshes have to be absolutely flawless to get a good Boolean operation. One good way to check the integrity of your meshes is to apply the STL-check modifier (you can toss the modifier later if you don't want it) to them just before performing your boolean. This will allow you to see bad edges or holes in your mesh that will cause an unexpected result. In addition, sometimes two perfectly good meshes will subtract with an imperfect result. Why? I don't know, but it bugs the hell out of me. I try to avoid booleans whenever humanly possible, but that's not really a solution is it? It's also a good practice to apply an STL-Check modifier just after your boolean operation to check the result for errors. This will give you a warning before performing subsequent operations. Good luck, you'll need it. -----Original Message----- From: NBN TV Graphics Dept. [mailto:graphics@nbntv.com.au] Sent: Sunday, March 12, 2000 8:26 PM To: 3DS Max List Subject: Booleans ARRRRGGGHHHH!!! All, BOOLEANS!!! Does anybody have a good method for getting predictable results. Im trying to Boolean some text into a beveled rectangle. When I Boolean the result is the text shape stamped into the rectangle but no internal faces are produced.. So what you have on the rectangle is the shape of the text but you can see straight through the rectangle to the objects behind.. when in actuallity the cutting text never went through to the back. It should produce a engraved look but it looks nothing like it.... I have tried unifying the normals and it produces the same result.... Any Ideas Regards Steve Brown Graphics Supervisor NBN Television graphics@nbntv.com.au http://www.nbntv.com.au Jæìr¸>{õ'²æìr¸>y«a¶Úþf¢*éà­©§zßà¹ë-ý¦¢×