Jump to content

Sign in to follow this  
sneather

Can't Add Material to Bevel on Boole...

Recommended Posts

Hi Guys

Out of interest that doesn't work for me either, Im on R18 on a mac 10.11.6.  Some retouching to do today but will have a tinker with it later to see if I can sort it for my own satisfaction.

Deck

 

Screen Shot 2018-05-17 at 08.05.24.png

Share this post


Link to post

Interesting. Thanks, for also having a look. Keep us posted, when you get time to investigate further.

Share this post


Link to post

That's another little piece of evidence that something changed between R18 and R19... It's like the DaVinci code, this, except with better writing :)

 

CBR

Share this post


Link to post

I couldn't fix it in R18, was the same in 16 and 17 too. I would have to make editable if it was mine.

 

Deck

Share this post


Link to post

MeshBoolean plugin has build-in bevel option and know apply material directly to beveled edges without "external" bevel deformer or strange hierarchies...

https://www.thegreatsummit.com/product/meshboolean/

 

Share this post


Link to post
1 hour ago, bezo said:

MeshBoolean plugin has build-in bevel option and know apply material directly to beveled edges without "external" bevel deformer or strange hierarchies...

https://www.thegreatsummit.com/product/meshboolean/

 

Yeah, I don't know. Pretty sure I bought that (or something just like it) years back, only to find that it was no better or more reliable, than just using the native boole tools. 

Share this post


Link to post
9 minutes ago, bezo said:

Here is small screenshot from scene file

 

https://www.dropbox.com/s/dq02k9cbx5osa86/MB_example.png?dl=0

 

Thanks for testing that there. It seems that R19 is able to solve my initial problem, with the native Cinema tools.

However, I'm curious what further experience you have with MeshBoolean? How does it handle really tough things, like imported CAD .OBJ files?

The MeshBoolean video demos only show it working with easy primitives. But they never show it being used on a nasty ol' bit of tri-poly goodness...

Share this post


Link to post

Plugin is focused mainly as modeling tool for creating complex meshes from primitives. Here is link to cgtalk thread about MB...

 

http://forums.cgsociety.org/showthread.php?f=47&t=1480214&highlight=meshboolean

(there I was posted also link/s to viewport performance with MB plugin (somewhere inside thread))

 

Not tested some huge, "hafomegapoly" meshes or some cad exported files, maybe Pim (creator of plugin) could tell /explain deeper.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...