Booleans Function in Nomad Sculpt

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  • čas přidán 4. 06. 2024
  • Booleans Function in Nomad Sculpt
    The concept of Boolean functions in 3D modeling has its roots in the realm of computer science & mathematical logic, primarily originating from Boolean algebra. Boolean algebra, developed by George Boole in the mid-19th century, provides a framework for working with binary variables that can take on two values: true or false. These principles of Boolean algebra have been applied to various fields, including electrical engineering & computer science, & have eventually found significant utility in the realm of 3D modeling.
    In the early stages of computer graphics, researchers & developers were exploring ways to represent and manipulate 3D objects in a digital environment efficiently. The need for operations that could combine or modify geometric shapes led to the adoption of Boolean operations for 3D modeling.
    Boolean operations in 3D modeling refer to the techniques used to perform set operations like union, intersection, and difference on 3D objects. These operations enable the creation of complex shapes and structures by combining simpler ones. The three primary Boolean operations are:
    • Union: Combines two objects into a single object, merging their volumes.
    • Intersection: Creates a new object out of the volume that is common to both original objects.
    • Difference: Subtracts the volume of one object from another, leaving behind the part of the object that is not overlapped by the second.
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Komentáře • 20

  • @SouthernGFX
    @SouthernGFX  Před měsícem +8

    I have load more of these planned and I’m prepared to add into form subscribers as it emerges so if you are sat on some gems of info on these subjects please let me know in the comments. I’m trying to make it accessible to everyone so I’m summarising info into bite sized chunks where I can.
    I have Bezier in progress. Catmull and Clark in Progress. Others may include Kai Krause, Ken Versprille for NURBS, Jim Blinn and Bu Tuong Phong. Then maybe the Tomas Pettersson for Sculptris, Ofer for ZBrush and a few more floaters. I need help with Voxel sculpting as I can find the original papers on that.
    Any others that need to be in that list please shout?

    • @saramiles592
      @saramiles592 Před měsícem

      These really help. Thanks so much!

    • @Slurgical_3D_Terrain_Channel
      @Slurgical_3D_Terrain_Channel Před 5 dny

      This is really great. Thank you so much. I am disabled so I am on fix income. Since I am no longer able to commit into scheduled working hours I am unable to be employed in my field or any scheduled field of work.
      I want to be a contributing member of society as well as keep my sanity. Individuals like you freely giving and sharing your knowledge allows aside individuals like myself and others to reinvent themselves or give purpose again or explore a new way to express themselves. Thank you again, you are an inspiratio a great teacher and an amazing individual. I hope it’s ok with you that I share a link to your channel in my channel.

  • @timmanning5206
    @timmanning5206 Před měsícem

    Your head in the subtraction bit at the beginning was an excellent idea touch

  • @SeageSpeaks
    @SeageSpeaks Před měsícem +2

    Ive always struggled with understanding booleans, but this... this was the best and most concise breakdown i've ever seen/listened to! Thank you so much for this!

  • @Slurgical_3D_Terrain_Channel

    Thanks again for a great video and all your help.

  • @jonnycole1764
    @jonnycole1764 Před měsícem

    I always use the combine boolean when preparing a model for 3D printing to make it water tight. It stitches everything nicely together and preserves the seems of intersecting shapes nicely, then I decimate to a lower poly count optimal for printing.

  • @CapitalBonsai
    @CapitalBonsai Před měsícem

    This was great! I have you intro courses and additional videos like this that give background on industry terms and concepts helps a lot.

  • @TheKevphil
    @TheKevphil Před měsícem +3

    Glen, next you have to cover the "other B": *Beziér!* ;) Very interesting, sir; Thank You!

    • @SouthernGFX
      @SouthernGFX  Před měsícem +5

      I have Bezier in progress. Catmull and Clark in Progress. Others may include Kai Krause, Ken Versprille for NURBS, Jim Blinn and Bu Tuong Phong. Then maybe the Tomas Pettersson for Sculptris, Ofer for ZBrush and a few more floaters. I need help with Voxel sculpting as I can find the original papers on that. I’m firing emails out right now trying to find that info.

    • @SkillipEvolver
      @SkillipEvolver Před měsícem

      Great stuff. As well as being interesting, for ppl to learn the background of these tools and terms, your demonstrations if it in action are just very very clear 👌🏼
      The concept of Splines are pretty interesting as well.

  • @craigschenk4181
    @craigschenk4181 Před měsícem

    I love the Boolean feature in Nomad much more than the voxel method. I love it for both the primitive method, as you showed, and how you can use it with the trim/split tool. The trim tool as a Boolean now works much better especially when making angled cuts. My Boolean workflow is: make boolean cuts on high poly meshes, voxel remesh after each cut to roughly the same poly count as it was pre-cut (this rebuilds the cut edge and prevents new cuts from stretching out the geo after each cut), rinse and repeat. I do use Box Cutter and Hard Ops in Blender and I find that Boolean in Nomad is pretty damn close to that.....and I would say more fun. Nomad is more fun to use in general. I'm using this workflow on a model for Alien April in the FB groups. I do have a question, since Boolean-ing in Nomad requires hi-res pieces of a model, no that we have Quad Remesher can we project hi-res Boolean (and/ or alpha stamped) mesh details onto a Quad Remeshed mesh in Nomad like Project All in Zbrush? Thanks.

  • @slappymchappy
    @slappymchappy Před měsícem

    Thank you so much for these tutorials. They have helped so much. I look forward to your review on zbrush when it drops on the iPad

  • @goatelope7539
    @goatelope7539 Před měsícem

    Niw i understand the difference in boolean vs voxel. I tried to figure why you used voxel mesh in previous tutorials, and now it makes sense. Thx for the math lesson too

  • @nunyabusiness9043NunyaBiz
    @nunyabusiness9043NunyaBiz Před měsícem

    I used voxel remesh primarily because my iPad had only 3GB of RAM, and boolean caused it to crash at higher res.

  • @abstractfate6104
    @abstractfate6104 Před měsícem

    Huge question. I get it on my sculpts sometimes. Why do a few of the polygons turn to a white color on the spheres, how to fix that, and it is an actual problem for printable sculpts? I find them little, freckle things annoying honestly

  • @basscrimsonstone4139
    @basscrimsonstone4139 Před měsícem

    Hello, when can I come out the Valence3d tutorial? There are very few tutorials on this app, and I am not familiar with many functions. I hope you can come out. Thank you very much.

  • @rolfalm
    @rolfalm Před měsícem

    you explain it good, but i think they have made it unessesary tricky to make the different actions. this could be made easier.
    also a mirrored split action would be amazing. as it is now, split, add, mirror, bolean (with all the button mashin that comes with that) is not the best work flow.

  • @shark3D
    @shark3D Před měsícem +1

    ok man honestly I've been a 3d artist for 15 years and also taught philosophy and logic.... and man you have some really weird errors here
    - describing the various boolean horses/dragons where really you were shoing the XOR (exclusive or aka the remainder) AND (calling it OR) and the NOT while a google descriptor isnt even a thing in boolean logic, you're just showing a subtraction but
    secondly telling people to get the lines of the two meshes as close as possible in boolean addition or anything is just a recipe for disaster! you end up with tiny or zero area faces and make even dirtier geometry!
    thirdly the edge you keep describing as "jagged" is actually super clean if you switched to non smoothed mesh display, it's just that the smoothing view prefers regular polygons where really you have a sharp transition in face normals so you arent quite getting something that looks "right" but is infact perfectly correct.
    EDIT: I should add the tutorial on how to use nomad is perfectly fine, BUT please do a sanity check on explaining mathematical/logical concepts, with someone who DOES understand them, especially after explaining that you dont like algebra or whatever

    • @SouthernGFX
      @SouthernGFX  Před měsícem

      Thanks for feedback and it really helps me going forward. I wanted to pair this video down to some basics and maybe I didn’t do a good enough job.