Holes
petes images
Posts: 213
Hi
How does one make a hole in something, for example the sphere right through it. The torus does not fit what I want
thanks
Comments
Using what software? Hexagon, Carrara, DAZ Studio, Blender?
Daz Studio
If you want the hole to be all the way through, like you had drilled through a billiard ball then it's not (to my knowledge and experience) going to be easy in just DS. You could use a transparency map but that woudl be awkward to pisition without 'proper' UV maps and would be more a ballon with a hole in. You could use Dform-ers to push/pull the polygons out of the waym but that'd likely not go all the way through and would not be a constant width. Depending on how it was to be viewed within the scene the Dform-er route might give decent enough results. There is also the polygon editor tool, bu that works at the mech level so you'd get jagged edges, but might be use ful to 'snip off' the top of the 'tunnel' made by a Dformer.
Someone with more knowledge might have better (i.e., some!) ideas!
Uh Ha! Yes we can - just found that out :-) You have to have the polygons though that would make the circle area you want to have as the hole.
Posting pictures in a bit.
And here are those pics:
Hi
thanks works but that is going to take some practice especially with the sphere
I tried something similar with a hole in a bit of landscape - the edges were ... well, I dropped the idea ;)
Create a DAZ primitive with enough polys and you could export it to a 3D modeller to 'punch the hole', or even start in the 3D modeller in the first place - or, perhaps a sphere and a cylinder, lop off ends of cylinder and weld in a 3D modeller and tidy up edges?
Actually D/S seldom likes "punched holes" aka Boolean actions ESP if done in Hexagon. What a mess. Takes quite a bit of work to clean that up in Hexagon and is generally speaking just an action best avoided.
Landscape is usually rather low poly ... to make a nice circle yes one needs the polys. One could try adding SubD to the model in D/S. Depends what the object is.
Starting to model inside a modeler is yes, the best way to start for most things. I like the primitives in D/S for a quick "floor" or something like that.
You can select polygons, turn them into a new surface, and make them invisible to create a "hole" in an object (see below for instructions.) By itself this isn't what you want because it only creates a hole in the surface of the sphere that lets you see the hollow inside of the sphere. However, you could line up a tube with the two holes to create the "inside", leaving you with only the problem of the rough edges of the two objects that don't line up, but depending on your application you might be able to hide that, for example by creating a torus that overlaps both the edges of the sphere's cut hole and the end of the tube, sort of giving a rim or bevel around the hole in the sphere. Would work fine for some random sci-fi mechanical bit, wouldn't work if you needed something organic or an actual drilled hole.
To select individual polygons and create a new surface: Tools > "Geometry Editor". In the viewport, click on one poly to select it then hold Ctrl down and select any other polygons you want (or optionally you can select with a rectangle). To remove a polygon from a group of selected polygons, ALT key and Left Mouse. Right click and choose Geometry Assignment > Create Surface from Selected. (you can also TEMPORARILY hide polygons here with "Polygon Visibility" > "Hide selected", but this isn't saved with the scene. Give the new surface a name. You will then see a new material zone in the "Surfaces (color)" pane. You can set it to 0% opacity to make it permanently hidden.