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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)



Subject: Boolean Blues


Jacobus01 ( ) posted Wed, 12 December 2012 at 12:14 AM · edited Sat, 08 February 2025 at 5:43 PM

Hi,

I made a model (house) in Blender, using Booleans.

The model renders perfect with textures and bumpmapping in Blender itself.

When I import it in Poser and add 'Bump' to the texture , the texture gets distorted in and around the area where the boolean operation was done. The texture renders normal without using the bumpmap function

Is there a way to solve this issue ?

Tnx. 


markschum ( ) posted Wed, 12 December 2012 at 12:29 AM

Booleans are of the Devil, never use them ;-)

strsly, you need to look at the resulting mesh and see what it looks like. Its not uncommon to get some small thin triangles or n-gons which poser does not like. 

Can you post a pic of the distorted texture ?  It helps to see whats going on.


Jacobus01 ( ) posted Wed, 12 December 2012 at 12:38 AM

file_489398.png

Here's a quick render 


RorrKonn ( ) posted Wed, 12 December 2012 at 6:26 AM

I've done this in Truespace Blender LW C4D

1The mesh don't touch .

2Boolean.

3Wield points togeather.

Boolean seems to work better that way.

You can subdivie the mesh look at the toplolagy .your see any xtra vertices that way

Blender LW u half to make sure there is only one line some time there's 2 at the same place. pull the polygone a way to check.

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


Jacobus01 ( ) posted Wed, 12 December 2012 at 9:10 AM

I've checked for double vertices, and there are none... 

Don't really understand the rest you're saying...


Winterclaw ( ) posted Wed, 12 December 2012 at 9:34 AM

What's getting distorted and where is it happening?

 

It looks like something is happening on the walls themselves, square distortions around the windows/doors, etc but I just want to confirm this.  What does it look like with the bump off?

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


Jacobus01 ( ) posted Wed, 12 December 2012 at 9:38 AM

file_489405.png

this is what it looks like without the bump :


monkeycloud ( ) posted Wed, 12 December 2012 at 9:49 AM · edited Wed, 12 December 2012 at 9:52 AM

Hi Jacobus... maybe a pic of the mesh too would help?

In your first pic, looks like long thin tris are creating artifacts?

The technique I've found, that seems to help for making a circular boolean into a plane, is simply to reduce the area around the circle.

So for that small circular topmost window, I'd break up the mesh plane it is being inserted into, so that the circle is being boolean'd into a smaller square, with the edges of that square being just a little longer than the diameter of the circle... if that makes sense?

It looks like that section of wall that the small top circular window sits in might just be one big triangle at the top there, in your mesh? Would that be right?


Winterclaw ( ) posted Wed, 12 December 2012 at 10:01 AM

Jac, just for the kicks, try turning smoothing off for the model and rerendering with the bump.  Also, what does the bump map and your mat set up look like.

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


Jacobus01 ( ) posted Wed, 12 December 2012 at 10:03 AM

file_489407.png

As you can see I used the way you mention for all the windows except the top one, but still distortion...


Jacobus01 ( ) posted Wed, 12 December 2012 at 10:16 AM

file_489408.png

I tried turning the smoothing off, but that didn't help.


millighost ( ) posted Wed, 12 December 2012 at 11:28 AM

Often this is a normal interpolation problem. Firefly tends to skip polygons (and together with them their normals) when you have very small faces, like those produced by boolean operations, at least this is my impression. "Small faces" means: in the general size range of your shading rate. Here are some things you can try out:

1 - because your windows have a rim around them: Redo the windows without booleans, or at least make them using less vertices. 16 could be enough, then hide the polygonal hole behind the hi-poly rim. Try to make the faces as big as possible (i.e. when using a boolean-difference, try to keep a distance between the cylinder-window and the rim of the wall-rectangle, etc.)

2 - Poser's edge crease often makes mistakes when calculating the angle between faces, but you can use blender's edge-split modifier (which works a bit better) to split the edges before exporting. You can even use blender to split at every edge (select every edge in edit mode, and then "Mark sharp"). This usually works, but only for flat-faced models, because this effectively disables normal interpolation; you have to try it out to see how it looks. This might generate some problems when using displacement maps by ripping holes into your model. Also your files will become larger.

3 - Simply lower the shading rate in both the object's properties panel and the render settings. This often works, too, but has the Big drawback of slowing down the renderer. Also it depends on the size of the object in the image to determine what shading rate is best. Test if a shading rate of e.g. 0.01 gives the desired effect and if it does find the highest value that is acceptable. If 0.01 is still too bad or just too slow, use another approach.


Jacobus01 ( ) posted Wed, 12 December 2012 at 12:49 PM

Ok, thanks, will play around with these options one of these hours;)


RorrKonn ( ) posted Wed, 12 December 2012 at 2:54 PM

on the right side of the window there is one polygon.
select the polygone pull the one poly gones to your right.
see if it make a hole.

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


LaurieA ( ) posted Thu, 13 December 2012 at 11:33 AM

Booleans are evil things...lol. They really do make a mess of the mesh.

Poser doesn't mind ngons so much IF they're flat. Long thin tris should always be avoided.

Its a shame you're having so many problems...it looks real nice. But your best bet is to learn to model without booleans.

Laurie

 

 



primorge ( ) posted Thu, 13 December 2012 at 5:07 PM

file_489434.jpg

http://www.renderosity.com/mod/freestuff/details.php?item_id=70133


RorrKonn ( ) posted Fri, 14 December 2012 at 4:15 AM · edited Fri, 14 December 2012 at 4:16 AM

Quote -Booleans are evil things...lol. They really do make a mess of the mesh.

Poser doesn't mind ngons so much IF they're flat. Long thin tris should always be avoided.

Its a shame you're having so many problems...it looks real nice. But your best bet is to learn to model without booleans.

Laurie

I liked Posetta but her topolagy had a few Tri's in it.
But it worked in Poser.

Does Poser hate Tri's or is it a lot of line hooked to one vertice. ?

For game meshes I try not to have more then 7 lines hooked to one vertice.

SubD Meshes ,100% Quads ,No Tri's ,No nGones.
I try not to have more then 5 lines hooked to one vertice.

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


primorge ( ) posted Fri, 14 December 2012 at 5:12 AM

I used to think that tri's were totally terrible just because that's what I had always heard, But take a look at the meshes of the gen3 daz figures. Riddled with tri's. I Haven't encountered any artifacts during render using these figures.

...Still try to avoid them in my own models. I'll also tesselate models by others that are composed of tri's, converting to quads. Sometimes it works great, sometimes not at all. I've managed to rather beautifully decimate some .obj's with tesselation.

I've never heard good things about booleans, however. especially in relation to poser.


LaurieA ( ) posted Fri, 14 December 2012 at 6:08 AM

Poser has no problems with tris at all - only long thin ones.

Laurie



monkeycloud ( ) posted Fri, 14 December 2012 at 6:11 AM

Thanks for the link to that spacebones freebie Primorge... thanks to SpaceBones for providing the freebie too... that's gonna be really handy!

In the fairly hi-poly sci-fi wall prop I started making, shown in the render below, I started off with a boolean operation for those circular insets. But then I ended up painstakingly re-topo-ing the whole thing. He He. You learn by your mistakes I guess... well, I do. Least I hope I'm learning. I certainly make enough mistakes...

...e.g. probably modelling those insets to begin with, instead of just making a displacement map... he he ;-)


heddheld ( ) posted Fri, 14 December 2012 at 11:57 AM

@monkeycloud, next time you want something like that wall, make a circle (8 points but you can alter that) extrude out on scale then grab 3 vertices and make level(does depend on which way round you are but I know you know that lol ) do same to other 3 sides, gives you a good cirlce in a good square then use an array(or two for your wall) one sub-D if you really need it ;-) ,  one perfick wall with holes and no headaches no booleans an deffo no re-toppo!

ps lov your likkle monkey !! did you make him ?


Redfern ( ) posted Fri, 14 December 2012 at 1:18 PM

That's the SanctumArts Kitty, a robotic figure that was included with Poser 7 and later editions.

Sincerely,

Bill

Tempt the Hand of Fate and it'll give you the "finger"!


monkeycloud ( ) posted Fri, 14 December 2012 at 2:08 PM · edited Fri, 14 December 2012 at 2:15 PM

Thanks Heddheld - I'll try that tip :)

In that wall, each circle is actually in a hexagon... for reasons that, I expect are obvious, but may become clearer if I ever finish that model. But I think the same principle could be applied, with a couple more geometric calculations?

Yes, as Bill says, I've just "repurposed" the SA Kitty Mass Production figure that is shipped with Poser (think it appears in either Robots or Toys folder by default - I've reorganised my runtime folders so not sure).

I've simply re-textured him using some of BB's metallic paint shaders...


RorrKonn ( ) posted Fri, 14 December 2012 at 2:53 PM

Quote - I used to think that tri's were totally terrible just because that's what I had always heard, But take a look at the meshes of the gen3 daz figures. Riddled with tri's. I Haven't encountered any artifacts during render using these figures.

...Still try to avoid them in my own models. I'll also tesselate models by others that are composed of tri's, converting to quads. Sometimes it works great, sometimes not at all. I've managed to rather beautifully decimate some .obj's with tesselation.

I've never heard good things about booleans, however. especially in relation to poser.

for SuD meshes tri's will pintch

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


RorrKonn ( ) posted Fri, 14 December 2012 at 2:53 PM

Quote - Poser has no problems with tris at all - only long thin ones.

Laurie

 

Will Poser have probleams with long thin quads ?

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


LaurieA ( ) posted Fri, 14 December 2012 at 3:10 PM

Actually, Poser doesn't like long, really thin quads either ;).

Laurie



heddheld ( ) posted Fri, 14 December 2012 at 3:22 PM

lol I got P7!! hardly played in it cos I got the blender bug(insert blush) wish I had more time to play


RorrKonn ( ) posted Fri, 14 December 2012 at 4:17 PM

For SubD meshes.

If you took a 2cm cube and stretched it out on the y axis till it was 200cm.

To leave it like that would be considered bad topology.
Even thou it would work in some app's

If you put a edge loop every 2cm would be consider good topology.

If your Topology flows well then 90% of the time every thing works right.

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


primorge ( ) posted Fri, 14 December 2012 at 8:55 PM

@monkeycloud... SpaceBones whole catalogue of freebies is really terrific!


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