While testing the Windows user interface for the new Booleans, I created this pretty object:
This was exported from Groboto as unified mesh, then subdivided and rendered in ZBrush. After smooth subdivision you get these realistic-looking rounded edges, unlike the original Groboto model, which is all sharp edges. However, once the unified mesh is created, it's easy to change the edges from sharp to rounded, bevelled, beaded, etc. We expect pretty soon to be able to perform this type of edge modification inside Groboto itself, before exporting the mesh.
To build this model we begin in Groboto with a simple boolean idea, subtracting a sphere from a cube. We drag a cube (box) from the primitive library on the left, scale it to the desired size (Global Scale in the Edit panel), then right-click on it and choose Send Object Home. This is the easiest way to create symmetric objects in Groboto - place primitives in the center of the world, then move them from there as necessary.
Now drag a sphere from the library, make it about the same size as the cube (Global Scale or Radius) and also Send Home. If it's smaller than the cube it will disappear. But it's still selected, so increase its radius until it pokes through the sides of the cube. We also need to move it a bit downwards. Click on Move in the Edit panel and choose Space: Global below. Now click on Y near Move and drag downwards. This moves the sphere only along the vertical axis in the World space. We get something like this (left):
At this point we just have two regular objects, a cube and a sphere. Now we make a Boolean Cluster out of them. Select them both, right-click on either, and choose Boolean Clusters->New Cluster from Selected (choose Yes in the dialog box).
Now that we've associated these two objects with each other, we assign them their boolean roles. We want to subtract the sphere from the cube. Deselect, then right-click on the cube and choose Boolean Roles->Primary. Right-click on the sphere and choose Boolean Roles->Outside Body. Then right-click anywhere and choose Toggle Booleans. We get something like above (right). You can Toggle Booleans on/off any time. When it's 'off' you see all the objects as regular objects, when it's 'on' they play their assigned boolean roles.
Next we want to add another sphere to our cluster, to trim away most of the upper part of the cube. The new sphere will be concentric with the first one, somewhat larger and its boolean role will be Inside Body. This will only leave the parts of the cube which lie between the spheres, in the spherical slice. We can do this in a variety of ways. For instance, Toggle Booleans off, right-click on the sphere and choose Duplicate Object in Place (choose No in the dialog box - we are duplicating into the same cluster), then increase the radius of the new sphere in the Edit panel a little bit (so that the edges of the cube are still outside of it). This new sphere already has the boolean ID of our cluster, but we need to set its boolean role. Right-click on it and choose Boolean Roles->Inside Body. Now if you Toggle Booleans 'on' you'll see this (left):
Next we want to create the round hole in the dome with another subtractive sphere. This time we choose a more fun and interactive way of editing a trim object. Instead of editing it as a regular object and then toggling booleans on, we will edit it dynamically while it's playing its role as a trim. Right-click anywhere on our boolean object and choose Activate Object's Boolean Editing. You'll see this (left):
In the boolean edit mode the trim objects are shown as line cross-sections. We have double blue lines here because we have two spheres. We want to click on the inner sphere with the Select tool (the inner and outer sphere lines are close, so it will be necessary to zoom in using camera controls). The selected sphere lines become red. If there is solid object under the line you have to use Alt when clicking (otherwise solid object will be selected, not line). If there is no solid object underneath, using Alt is not necessary. Now right-click on the red line and choose Duplicate Object in Place (again, No new cluster).
We've created yet another trim sphere, which has the same boolean role as our first inner sphere - Outside Body. Now select Move in the Edit panel (Space: Global), click on Y and drag upward until you see something like above right. Half-way through dragging this sphere will be consuming most of the object. Don't worry - it will come back as you move the sphere higher. You might also play with the radius of the sphere - this will create a different slope on the edge of the hole. Once you're done, right-click anywhere and choose Deactivate Boolean Editing.
Continued in the next post...














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