Intersection et biseau non destructif dans CINEMA 4D: maîtrise du déformateur biseau et des opérations booléennes

Cette leçon explore l'utilisation du déformateur biseau dans CINEMA 4D, fonctionnalité introduite dans la version 16, et montre comment préparer une géométrie pour l’application du biseau en enregistrant des sélections d’arrêtes, de points et de polygones.

Préparation des sélections et insertion du déformateur

Nous commençons par enregistrer des sélections d'arrêtes, de points et de polygones afin de préparer notre objet pour l'application du biseau. Ensuite, nous démontrons comment insérer le déformateur en tant qu'enfant de notre élément cible et comment ajuster les paramètres tels que le décalage et la subdivision pour obtenir un effet esthétique optimal.

Grâce à cette technique non destructive, il est possible de modifier ou d'annuler les ajustements de biseau sans compromettre l'intégrité de la géométrie de votre modèle.

Booleans et leurs limites dans les flux de travail 3D

Booleans are notorious for leaving behind less than ideal geometry in your models. This is pretty much true for all applications, not just Cinema 4D. Here, CyBear shows how you can overcome the drawbacks of using the boolean tools in Cinema 4D, by softening the hard edges for boolean intersections. This can be done without even making the polygon editable.

Adding a chamfered edge to a boolean operation in C4D requires the use of “hidden” polygon selections. Thankfully, these are available in pretty much any of the spline generators, including boolean objects.

Keep in mind there are more ways to create holes in objects, rather than using booleans. A while back Shane Benson had a series of tutorials that covered subdivision modeling in Cinema 4D. He showed a few different methods for creating complete or partial holes on the surface of an object. Take a look at the illustration above. On the left you can see the initial situation. In the center, the Boolean generator (Subtract Operation) first works by subtracting the sphere from the cube. Now it will of course happen that you don't just want to subtract with the Boolean functions, but want to use one of the other functions.

Planes de coupe et gestion des normales

Flat objects such as a plane or disc can be used as a cutting plane. Ensure that the flat cutting object in the projected normal direction is large enough to completely cover the object to be cut. Otherwise artifacts will occur. The function mode can be changed by double-clicking on the icon in the Object Manager: the available modes are switched through one after the other and the icon is changed accordingly.

Résolution des artefacts et densité de maillage

Sometimes problems can occur with open volumes when booling. The Boolean generator uses the polygon normals to determine where inside and outside are. So make sure that the normals are in order, e.g., pointing outwards, not suddenly rotated by 180° etc. In general, it can help to subdivide the objects involved in the Boolean process more strongly in order to reduce artifacts. As a rule of thumb, the mesh density of the objects involved in the Boolean operation should be of similar dimensions.

Équilibrage des géométries et performances

For example, try cutting 1000 cylinders out of a cube with 6 polygons. This is almost an impossibility, as it results in very long calculation times. The resulting geometry is not triangulated, but retains the mesh structure of the original objects.

Approches pratiques et démos visuelles

That animated edge is new in each frame, which means no motion blur or continuous data. There are options, perhaps to use the Curvature Node, but I didn't get a prominent clean line there. I checked to get an XPresso set up, whereby a Spline circle (as an Emitter) would sit between the two spheres, and the ratio in the distance is also based on the ratio in radius, while the calculation needs to be split into sphere B is outside or inside Sphere A. After a while, I thought that was a lot of math and how to communicate about it. So, I looked for something simpler. Here is the simple yet cleanest result that I found so far. Below is a little idea to have just the ring, and emit from it. Since the spheres are cutting into each other, changing the surface angle, the ring changes its width accordingly. But I assume you like to have it stable. This would lead to this option, not a bool, but a sphere with a round adjustable hole and a ring around.

Applications concrètes et méthodes alternatives

This video tutorial explains how to overcome one of the drawbacks of creating Boolean objects in Cinema 4D. In this video tutorial we show two different methods to distribute instances or objects on an internal surface with Cinema 4D. This video tutorial demonstrates a fresh and new method of creating a snow landscape in Blender. In this video tutorial we will see how to best use wood textures in Blender. In this video tutorial we will see how to create the Logo of the famous Mortal Kombat video game in 3D using the Maxon Cinema 4D polygonal modeling program.

Booleans: commandes essentielles et workflow

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  2. L'outil de fonction Booléen vous permet de combiner, de soustraire ou d'intersecter des pièces ou des surfaces.
  3. Les pièces doivent se croiser pour que Booléen fonctionne. Il ne fonctionnera pas avec deux parties autonomes.
  4. Voici trois pièces cylindriques.
  5. Sélectionnez l'outil Booléen dans la barre d'outils Fonctions.
  6. Pour supprimer des pièces ou des surfaces, sélectionnez Soustraire dans la boîte de dialogue Booléen.
  7. Sélectionnez les pièces ou les surfaces à soustraire dans la zone graphique.
  8. Cliquez sur Cible dans la boîte de dialogue Booléen et sélectionnez la pièce ou la surface utilisée comme cible dans la zone graphique.
  9. Ici, la partie 3, le cylindre inférieur, est ciblée. Cochez Décaler, puis sélectionnez une ou plusieurs faces pour créer un espace entre les pièces. Entrez une distance de décalage et, éventuellement, cliquez sur la flèche pour effectuer un décalage dans la direction opposée. Sélectionnez Conserver les outils si vous souhaitez conserver les pièces ou surfaces d'origine.
diagramme_biseau_intersection_c4d

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tags: #c4d #fonction #intersection #boolean #biseau