Creating Smooth Booleans in 3ds Max with The Smooth Boolean plugin
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- Опубликовано: 25 фев 2020
- In this lesson we will see how to get fast and easy smoothed out booleans after using Boolean operations in 3ds Max.
Smooth Boolean Plugin: km-3d.com/produkt/smooth-bool...
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Cool video. I might check out the plugin if I am ever stuck in a situation.
Thanks a lot Denis you are my hero
you are a life saver . thank you the video helped me a lot
I bought this plug-in late last year because I got it at a good price..... and then learned it didn't work :(
The author states there'll be a 2.0 version (with a LOT of fixes) and he said that to me a few months ago. He does have a FB page and I'm quietly confident that he'll deliver.
I'm hopeful and patient and will wait and see :)
So useful information. Do you know some other useful plugins for modelling organic geometry? I mean editable poly or nurbs ?
great video thank you so muchhhh
when i convert proboolean to smooth boolean it say " YOUR MESH CONTAINS FACES WITHOUT ANY SMOOTHING GROIPS . PLEASE ASSIGN THE PROPER SMOOTHING GROUP ". But i have already assigned the smoothing groups amd its sill not workin, even i put SMOOTH modifier on top of Probolean it still doesnt work and shows same message, Plz Help
the normal issue isn't it can easily fix by adding edit poly on top or just using auto smooth?
Can you just continue with the normal errors and then just unify normals when you're finished all of your bools?
Can't you just convert to editable poly, select element and auto smooth before you Boolean?
my thoughts exactly
Didnt try it myself yet, but.... this "normal bug" makes it look pretty much useless. On anything more complex then boxes and cylinders it will be very hard to make those double booleans on each cut line. And I think what you say about smoothing groups is incorrect, because your objects did have correct smoothing groups, separate after each hard edge. And pro-boolean does maintain original object smoothing groups, so problem must be somewhere else.
The way i think it works is that when it does the actual booleaning, it's unifying the normals. So basically even though you have proper smoothing groups, the plugin unifies them. At the moment the plugin works well when you are separating the smoothing groups by stacking the boolean operations.
Fingers crossed that the updated version will fix many of the issues here
@@DenisKeman oh, now I got your point. In 3ds max If normals are messed up, smooth groups just dont work at all :( I've had some similar problems with shading/normals on imported from Marvelous meshes. Some edges had same black fringe... But in that case the problem could be solved by manually unifying normals with edit normal modifier, after importing from marvelous. Didnt you try to do that after using the smooth boolean?
@@DenisKeman It is strange that this plugin does this. I just watched his tutorial, which explains it the same way. Which is weird, if you view the normals, they don't appear unified, so I don't get why it would unify the normals from the smooth groups when passed from the ProBoolean. Is it something to do with mesh vs poly based normals, which technically aren't compatible and can get lost when converting? Does applying another ProBoolean without doing any cuts do anything? Turn To Poly? Convert to poly and then unify normals? So strange there isn't a shortcut better than pre-cutting your mesh.
@@chadvoller2031 I know it's a bit of a weird way it works, but it works. And you know what they say, if it looks stupid but it works, it's not stupid :)
Thanks for doing a run-through. It looks cool and does some great stuff, but has a lot of problems that don't justify the price tag. I'd rather quad remesh or ZBrush live booleans.
sorry to be so off topic but does anybody know a way to get back into an instagram account?
I was stupid forgot the account password. I appreciate any assistance you can offer me!
Thanks for showing us this plugin but I wasn't too impressed with this plugin. I think using booleans, then quad remesher, then using open subdiv creasing seems like a much better workflow. Cleaner topology too
The way that i've used it was to get the quick booleans done with it, then have a pretty good control on the smoothness of the edges. After that is done i hit it up with the Quad Remesher, and then add support edges if i need some extra sharpness on the edges.
Its not a free plugin?
so simple it needs a plugin :p
That should be Autodesk's catchphrase for all their softwares :)
Polygons are not nurbs.. it's one heck of a task to make polygons as "easy" as doing trims or booleans on Nurbs. But even typical Nurbs tools fail most of the time on proper fillets so you have to do them manualy if you want perfect G2 fillets (semi-automatically with curvature matching tools). Class A surfacing is a chore.
very slow with only 2 cube I cant imagine with big object... Bolean is a dream even 2030 maybe
Moi3d
useless script. so many workaround process just to do simple operation.. total waste of time. 👎👎👎
What a nightmare of a plug-in. You’re some kind of genius to figure out how to get it to work, but the more you describe it, the worse it seems. I would never use it even if it was free.