I keep running into problems with boolean and my curve, Help please.
1731 14 0- Shadowjonny
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- BabaJ
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BabaJ
Was this what you were hoping for?
Removed your ‘boolean3’ and plugged into ‘boolean4’ from ‘polyfill4’ instead.
no, doing that only keeps that intersection but the rest of the hallway isnt showing. Add or move the curve connected to sweep SOP and the hallway disappears and if u intersect it, sometimes it booleans intersects or if it does it doesnt add some pillars.
Edited by Shadowjonny - April 2, 2019 22:18:30
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BabaJ
What do you want your boolean to do?
i want my boolean to make a 4 way intersection with clean topology, no added extra points. If u try to intersect the curve or extend it more through out it, the hallway disappears. And i get extra points on the floor idk why i just want a point on each corner on the intersection. And why doesnt it add a edge(yellow marked)there's 2 points there.
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BabaJ
The last file I uploaded does that.
In your original file for your last boolean you tried to input about 26 different pieces as one input (A).
What I did with the loop is input one at a time, feeding back each time the new piece.
i see it does work, thank you for that. Now i just want to add 4 points on the intersection and when i add a boolean it only adds 2 points tho interesting. But thank you for taking the time to help me.
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There is already 4 points. But I know from your pics you would like for example to have a ‘square’ bottom polygon to ‘reflect’ that there is 4 points?
Just remove the polygon and create 3 new polygons.
I would normally do this in a single vex wrangle…but felt like doing it with sops this time.
Just remove the polygon and create 3 new polygons.
I would normally do this in a single vex wrangle…but felt like doing it with sops this time.
Edited by BabaJ - April 3, 2019 01:04:45
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BabaJ
There is already 4 points. But I know from your pics you would like for example to have a ‘square’ bottom polygon to ‘reflect’ that there is 4 points?
Just remove the polygon and create 3 new polygons.
I would normally do this in a single vex wrangle…but felt like doing it with sops this time.
cant tell the difference on _05 but i meant on the intersection of the wrangle i need those 4 points to add pillars.
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Ok got it to work added a Wrangle with the code:
for(int pointsel = 0; pointsel < @numpt; pointsel++) { vector pos = point(0,"P", pointsel); float radius = chf("radius"); int maxp = chi("max_points"); int points[] = pcfind(1,"P", pos , radius , maxp); foreach(int point; points) { vector pointpos = point(1,"P",point); addpoint(0,pointpos); removepoint(geoself(),pointsel); } }
Edited by Shadowjonny - April 3, 2019 03:18:59
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Ah…ok..you wanted it for the pillars…I added them at the end after the pillars.( it's there in Bunker_Hallway_05.hipnc )
Edit: If you wanted those points for the pillars, you could have used a boolean like you originally tried.
-.- why does it work when u do it. I connected one of my booleans to do that and it doesnt work it just as highlights or it disappears. Oh well xD
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