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Noob Question cylindrical boolean low poly

6 REPLIES 6
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Message 1 of 7
tomlpaul
716 Views, 6 Replies

Noob Question cylindrical boolean low poly

Hey guys I'm just trying out Fusion 360 and loving it, just got a quick question whenever I use the cylindrical boolean I get these weird low poly artifacts is there a way I can change these areas in the attatched image? 

6 REPLIES 6
Message 2 of 7
gklimov
in reply to: tomlpaul

Hey guys- I am posting to ask basically the same question.

 

When I perform a boolean on a body using a cylinder the shape seems to have "steps" around it and hence gives a non clean result. Why is that?

I am attaching some screenshots that show it better.

 

So for instance in the first image, why is the face of that boolean not clean and has artifacts ?

And why does the "perform hole" leave that back face with artifacts ? And lastly, performing any boolean or 'join' operation with a cylinder.. seems like the cylinder has step and it's not perfectly smooth so it gives a bad result. and even if you fillet the shape when you see it in a close up it doesn't hold up.

Message 3 of 7
Dunndor
in reply to: tomlpaul

Ok so im having an issue when i Offset an edge and then pushpull it and set it to cut it shows the preview in red but when i hit OK it goes to the one before the offset and cut. WTF 

       http://imgur.com/a/iFvE6

 

Message 4 of 7
innovatenate
in reply to: tomlpaul

This looks like a graphics faceting issue. This may be related to graphics hardware, or the display settings > effects that are enabled. What type of computer are you using?

 

Have you tried enabling raytracing in the Render Workspace? I would expect the issue to disappear with a rendered image of the model. Please give it a try and let me know if this suggestion helps.

 

 




Nathan Chandler
Principal Specialist
Message 5 of 7
gklimov
in reply to: innovatenate

Hello, Thanks for the reply.

 

I do not believe it has to do with the graphics settings because this issue is carried over in the rendering stage.

What "settings > effects" are you talking about by the way ?


I am attaching some screenshots with some issues. In order:

Upload_01 - As you can see the booleans are completely jagged (This is inside Keyshot)

Upload_02 - Model does not import correctly inside of Keyshot and breaks

Upload_03 -  Another example inside keyshot that even the holes where I used "fillet" with are still jagged.
Upload_04 - The mesh looks "OK" (if we don't count the jagged edges of cylindrical booleans) only with materials that have no property. As long as I apply any diffuse or any slight bump the items do not recognize the automatic box mapping. Is that normal ?

Message 6 of 7
gklimov
in reply to: gklimov

For some reason it did not attach n.4 here it is.

Message 7 of 7
innovatenate
in reply to: gklimov

I was just talking about the Display Setting > Effects. I notice that enabling Antialiasing seems to lessen the effect.

 

There is some odd looking geometry in those screenshots.

 

I also notice that it seems to impact highly reflective appearances the most. I'm seeing this in both Mac and Windows. If I enter the rendering the workspace (inside of Fusion 360), the issue is definitely less prevalent.

 

Regular Workspace:

Workspace.png

 

Render Workspace (Raytracing: Quality - Advanced)

Render WorkSpace.png

 

 

 

I'm am just using the Model > Create > Hole command to create the geometry. You mention that you are using a Cylinder Boolean. Can you clarify what you mean by that? Are you using the Model > Modify > Combine command to subtract solid bodies from on another? If so, are the models native Fusion 360 solids or imported? Were they imported from an STL file?

 

Would it be possible to upload the archive files (F3D - use the export archive command to save the F3D to you desktop) to this thread? Note: You may need to zip the files up prior to attaching them to the thread. You may also e-mail them to me directly at Nathan (DOT) Chandler (AT) Autodesk (DOT) Com. 

 

Thanks,

 

 




Nathan Chandler
Principal Specialist

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