Simple Boolean Subtraction (3)
Exhibit B is a Boolean obtained subtracting a sphere from a
cube. (Download the project file- 13KB)
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6. Make a new material, name it “cubeface”. Leave the default settings, but add the transparency map, which we called “hole”, like you did it for Exhibit A (Textures->Trans: … etc.). Now the UV mapping: First hide the sphere. Then, in Front view, Point Edit mode, Face Select mode, select the front face of the cube. With Arc Rotate on, turn the view 180 degrees, Arc Rotate off, right click the cube. Now both the front face and the opposite face are selected. Click View->Front to restore the view. Apply the “cubeface” material on the selected faces. Hit Texture UV. Click the Select arrow, and then click away in the workspace to deselect. Turn to Side view and repeat the mapping just as you did for front view: select side face and its opposite, restore Side view, apply “cubeface”, click Texture UV, Select arrow, deselect. Turn to Top view and repeat the procedure. As a result, all six faces of the cube should be mapped for transparency. Leave Point Edit mode and check with an Ortho view render that you did it right! You should obtain an image like this (on the right): |
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6. In Front view click the cube to select it, do Edit->Show All to bring back the sphere and Edit->Hide to hide the selected cube. Make a new material called “sphere”. Enter 0 for the specular component and add the transparency map called “frontmap” like you did it above. Click OK to close the material editor. Click the sphere to select it (you are in normal Edit mode), apply the “sphere” material and click Texture UV. The yellow square of the UV tool should be tangent to the sphere. Click the select arrow. Check with an Ortho render that you did it well. You should obtain an image like this (on the left): |
7. Do Edit->Show All, select both the sphere
and the cube and do Build->Group. Your Boolean is ready for final
rendering (left).
As promised, there is no more limitation regarding the camera’s
position. As any other Anim8or object with transparent materials, our
Booleans suffer when render with shadows. Anim8or’s occluder makes no
difference between transparent and opaque materials when casting
shadows (on the right) |
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On the next page, we’ll take a look at a basically more complex situation, with Exhibit C.