ProBoolean Cache ?

ProBoolean Cache ?

hydrag
Enthusiast Enthusiast
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Message 1 of 6

ProBoolean Cache ?

hydrag
Enthusiast
Enthusiast

So I wanted to make a hole punched plate yesterday where I required the various holes to be at defined positions. So simply copy and merging single hole punched plates to a bigger structure like it's sometimes done wasn't an option. I had my flat plate, a low cylinder, and position longer cylinders all the way through so by subtraction via the ProBoolean modifier it would simply cut out holes. When I tried that I noticed an issue with the performance. Even when adding them one by a time it would generally turn slower and slower for each object I added to the Boolean operation. I don't know if this has to bee the case but my suggestion is, that, as I can always exclude the object afterwards the operation does not simply generate a new object but always remains as operation (flat plate - cylinder to cut with).

 

My question is, is there either a similar alternative to my process or is there something like a cache that I can delete, so can I turn the cut out object into something that does not contain the single cutting elements anymore? I though about exporting and re-importing it but when I tried it would distort quite much (probably an export issue). So this might be an option to me but the question is is there an internal function to 3ds Max?

 

Many thanks,

Martin

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Message 2 of 6

Anonymous
Not applicable

If "prformance" is the only issue, you can try exporting your animated ProBoolean object as "alembic", and then import that alembic file back to the scene.

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Message 3 of 6

leeminardi
Mentor
Mentor

Why not just convert the result of the Boolean to an editable poly or editable mesh if you do not think you will need to edit the primitives used in the Boolean operation? 

lee.minardi
Message 4 of 6

Anonymous
Not applicable

This can be a more relevant answer if you don't have your operation objects animated. (I imagined you'd have cylinders do the punches over time and you'd want the animated effect)

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Message 5 of 6

leeminardi
Mentor
Mentor

If dynamically animating the punch operation is needed the user can keep the "operation objects" around until performance becomes an issue at which point a converted object (editable poly) can be substituted for the operation object.

lee.minardi
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Message 6 of 6

rendermaster
Advisor
Advisor

message edited....already mentioned aboved.....sorry.

 


Ronel Katigbak Pabico

3D Generalist / Animator / Renderer/ Graphics Designer

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