<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:taxo="http://purl.org/rss/1.0/modules/taxonomy/" version="2.0">
  <channel>
    <title>topic Re: Holes in geomerty are correct in viewport. Non-existant in renders or export in 3ds Max Modeling Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9058424#M7145</link>
    <description>&lt;P&gt;Unfortunately not what I had. I've near finished with the entirety of what I was doing so all the boxes are deleted at this point.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;My process was to take the bezel object. (editable mesh originally)&lt;/P&gt;&lt;P&gt;Set view to front, orthographic so it was flat and even.&lt;/P&gt;&lt;P&gt;Create a plane, 1x1 segments to the size I needed, convert to mesh, and grab vertex's to pull 1 corner out and pull 1 in to give it the slanted sides, but keep horizontal top and bottom.&lt;/P&gt;&lt;P&gt;Shell the mesh converted plane to make it into a box.&lt;/P&gt;&lt;P&gt;Clone the shell for each hole and position the other 13. 14 including the original.&lt;/P&gt;&lt;P&gt;Select the 14 shells, and the bezel and boolean subtract the shells from the bezel.&lt;/P&gt;&lt;P&gt;Delete the shells.&lt;/P&gt;&lt;P&gt;Convert bezel to editable poly.&lt;/P&gt;</description>
    <pubDate>Tue, 01 Oct 2019 00:14:16 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2019-10-01T00:14:16Z</dc:date>
    <item>
      <title>Holes in geomerty are correct in viewport. Non-existant in renders or exports.</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9051885#M7141</link>
      <description>&lt;P&gt;Hi all.&lt;BR /&gt;Not too sure what I've done to cause this issue.&lt;/P&gt;&lt;P&gt;My geometry is the plastic bezel around gauges in a car. I have put slots into pieces, so planes behind the bezel can be seen.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;In the viewport I have slots and I can see and interact with the planes behind, through them. As soon as I render the area they are just flat and textured in the same material as the rest of the bezel as if they're not there at all. I have exported to FBX, in like with the game editor I am using and there are tiny slits, like a poly's normal is flipped and that's all that is visible. Previous exports were perfectly fine.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I started with the bezel, modeled boxes to the size and shape of the slots, used boolean to cut holes through and everything was working perfectly in viewport and render. I then converted to editable mesh to apply UVW Map for the texture and somewhere along the way messed the slots up.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm in the process of redoing the boolean holes with a slightly larger box than what's already in the viewport to see if that fixes it. If it does, i'd still like to know what I've done to cause it.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I am assuming the boolean to mesh convert is the cause.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Many thanks&lt;span class="lia-inline-image-display-wrapper lia-image-align-center" image-alt="viewport_holes.jpg" style="width: 400px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/681816i435B63A37910A3EF/image-size/medium?v=v2&amp;amp;px=400" role="button" title="viewport_holes.jpg" alt="viewport_holes.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&lt;BR /&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-center" image-alt="render_no_holes.jpg" style="width: 400px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/681815i419C8DDFEE107B5B/image-size/medium?v=v2&amp;amp;px=400" role="button" title="render_no_holes.jpg" alt="render_no_holes.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Fri, 27 Sep 2019 06:52:37 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9051885#M7141</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-09-27T06:52:37Z</dc:date>
    </item>
    <item>
      <title>Re: Holes in geomerty are correct in viewport. Non-existant in renders or export</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9057070#M7142</link>
      <description>&lt;P&gt;&lt;EM&gt;"I'm in the process of redoing the boolean holes with a slightly larger box than what's already in the viewport to see if that fixes it. If it does, i'd still like to know what I've done to cause it".&lt;/EM&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;SPAN&gt;When doing a Boolean subtract I think it is always a good strategy to have the object that is being subtracted not have a surface exactly flush with the object that it is being subtracted from.&amp;nbsp; The theory of Boolean operations requires &lt;A href="https://pages.mtu.edu/~shene/COURSES/cs3621/NOTES/model/reg-bool-op.html" target="_blank" rel="noopener"&gt;regularization&lt;/A&gt; in such a case to avoid getting an infinitesimally thin surface.&amp;nbsp; Max is usually successful in doing this but sometimes is not.&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/SPAN&gt;&lt;/P&gt;</description>
      <pubDate>Mon, 30 Sep 2019 14:25:49 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9057070#M7142</guid>
      <dc:creator>leeminardi</dc:creator>
      <dc:date>2019-09-30T14:25:49Z</dc:date>
    </item>
    <item>
      <title>Re: Holes in geomerty are correct in viewport. Non-existant in renders or export</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9058363#M7143</link>
      <description>&lt;P&gt;Hi again&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I did repeat the boolean with slightly larger box for the subtraction over top of the first subtraction. Just scaled up my original boxed for the subtraction by 0.002m.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;It came out as expecting. Perfect holes in viewport again and importantly, holes in renders and export.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Converted to editable mesh after and it did the same thing.&amp;nbsp;&lt;SPAN style="font-family: inherit;"&gt;Visible holes in viewport, nothing in renders or export.&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;If I converted to editable poly after doing the subtraction all is well.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Not sure if that's intentional or a bug with Max or my geometry. But conversion to editable poly after the boolean seems to retain all geometry information.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Mon, 30 Sep 2019 23:11:47 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9058363#M7143</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-09-30T23:11:47Z</dc:date>
    </item>
    <item>
      <title>Re: Holes in geomerty are correct in viewport. Non-existant in renders or export</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9058410#M7144</link>
      <description>&lt;P&gt;Can you post the file with the boxes you used for the Booleans?&lt;/P&gt;</description>
      <pubDate>Mon, 30 Sep 2019 23:58:16 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9058410#M7144</guid>
      <dc:creator>leeminardi</dc:creator>
      <dc:date>2019-09-30T23:58:16Z</dc:date>
    </item>
    <item>
      <title>Re: Holes in geomerty are correct in viewport. Non-existant in renders or export</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9058424#M7145</link>
      <description>&lt;P&gt;Unfortunately not what I had. I've near finished with the entirety of what I was doing so all the boxes are deleted at this point.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;My process was to take the bezel object. (editable mesh originally)&lt;/P&gt;&lt;P&gt;Set view to front, orthographic so it was flat and even.&lt;/P&gt;&lt;P&gt;Create a plane, 1x1 segments to the size I needed, convert to mesh, and grab vertex's to pull 1 corner out and pull 1 in to give it the slanted sides, but keep horizontal top and bottom.&lt;/P&gt;&lt;P&gt;Shell the mesh converted plane to make it into a box.&lt;/P&gt;&lt;P&gt;Clone the shell for each hole and position the other 13. 14 including the original.&lt;/P&gt;&lt;P&gt;Select the 14 shells, and the bezel and boolean subtract the shells from the bezel.&lt;/P&gt;&lt;P&gt;Delete the shells.&lt;/P&gt;&lt;P&gt;Convert bezel to editable poly.&lt;/P&gt;</description>
      <pubDate>Tue, 01 Oct 2019 00:14:16 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9058424#M7145</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-10-01T00:14:16Z</dc:date>
    </item>
    <item>
      <title>Re: Holes in geomerty are correct in viewport. Non-existant in renders or export</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9058430#M7146</link>
      <description>&lt;P&gt;Rather than c&lt;SPAN&gt;reating a plane, 1x1 segments it might have been better to use a box, convert it to an editable mesh (or poly) and manipulate the vertices or edges to get the slanted sides needed.&amp;nbsp; Also, I would not have scaled the boxes without doing a reset transform afterwards if I am expecting good results from a Boolean.&amp;nbsp; Scaling often causes problems.&lt;/SPAN&gt;&lt;/P&gt;</description>
      <pubDate>Tue, 01 Oct 2019 00:21:32 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9058430#M7146</guid>
      <dc:creator>leeminardi</dc:creator>
      <dc:date>2019-10-01T00:21:32Z</dc:date>
    </item>
    <item>
      <title>Re: Holes in geomerty are correct in viewport. Non-existant in renders or export</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9058437#M7147</link>
      <description>&lt;P&gt;I was thinking that as I was typing it. Forget the plane and go straight to the box I needed anyway.&lt;/P&gt;&lt;P&gt;Coming from Sketchup, creating a plane and extruding is standard procedure.&lt;/P&gt;&lt;P&gt;Thanks for the info on scaling, seems like it could be a wee trap.&lt;/P&gt;&lt;P&gt;And thank you for running though what I had done to figure it out.&lt;/P&gt;</description>
      <pubDate>Tue, 01 Oct 2019 00:29:15 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/holes-in-geomerty-are-correct-in-viewport-non-existant-in/m-p/9058437#M7147</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2019-10-01T00:29:15Z</dc:date>
    </item>
  </channel>
</rss>

