Hard Ops Thread

might have to pause when the going gets tough. A video has been prepared on the topic.

Otherwise it would have to be tested to be examined closer. When it comes to booleans theres a myriad of things that can cause speed issues. Even a single exact bool can hit the scene rather hard.

Also having a bevel at the end of the stack is always gonna hit the speed variably depending on PCs. Results may differ. We’ll have to investigate.

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Thanks for the video and the tip with that dialog! The freezing was indeed caused by the single exact boolean cut I applied to that piece. I changed it to fast, it’s still not butter-smooth but waaay faster than before and doesn’t crash Blender anymore. Thanks a lot for the help! :slight_smile:

btw, that bevel/bool helper dialog is really useful, I checked the rest of my model and found some more places where I used an exact boolean without realizing. Fixed that now, too. Thanks for making such a great tool! :+1:

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its pretty nuts how one mod can hit so hard. Glad you got it resolved!

HOps 00987_Francium_24 continues improving things for 3.0+

image

  • blank material performing as expected in 3.0 now.

_23 log

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#hardops 987_25 out now!

ApplicationFrameHost_OiYZS4fiGw

ApplicationFrameHost_570D4R6nqQ

https://www.youtube.com/playlist?list=PLjqpj14voWsXFPY_K2IWoGfm7xoyu52_G

https://twitter.com/mxeon1001/status/1461540858877161472

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Hey guys. Just a quick question. Do you have any tips to deal with slow performance with stacking many boolean modifiers on a single object? After about 20 boolean modifiers, adding a new boolean to the shape makes it very slow to edit in edit mode… Any tips to deal with this / improve performance?

See here: Hard Ops Thread - #3654 by masterxeon1001 :wink:

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Is BoxCutter 7.19 Seax supposed to be 3.0 compatible? I just tried it in 3.0 RC and it is all farked up… maybe I was doing something wrong (haven’t used in a while), but I was just doing a run of the mill cut…

thanks for the report but we’d need more info than that.

also make sure you’re using the most up to date release.

Hello,

I’m wondering how to increase/decrease the size of bevels of specific parts of the model while in edit mode.

https://hardops-manual.readthedocs.io/en/latest/edit_marksharp/#bevel-weight

This link seems to be indicating how to do it, as is evident by the gif, but the instructions are vague and the gif is in low resolution, meaning the words are blurred.

What is the “bweight option in edit mode”? I seem to be missing an important step in order to change the bevel size in edit mode.

In a previous version of HOps, the HOps menu in edit mode simply allowed you to change the bevel size there, but the optioin seems to have been removed.

Thank you

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All is well now Master. Apparently I just needed to close 3.0 beta and open again, to get my addons to behave. Thanks again for all you do bro!

@masterxeon1001 Any chance you’d consider letting the user choose the name of the Collection objects get placed in in your addons? I’m thinking of ‘Cutters’ in Boxcutter for instance. I already use a collection called ‘Helpers’ that I can toggle with a hotkey, and it’d be nice if Boxcutter’d play nice with that!

we’ll have to see

Happy Friday! HardOps 00987_Francium_26 is out now!

Lookdev to Render w/ Rotation

Intersect Boolean Hotkey (Ctrl + Numpad *)

Shader Editor - Cycle Node

Everscroll - Additive Mode

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Hello

what is the correct way to smooth the sharp vertex of a lowpoly model created with hardops booleans ?

do you use the subdivide modifier with crease?

the edges after the crease, apply the bevel?
or do you use crease even for the bevel effect?

Thank you very much

Hi I can confirm that box cutter is FUBAR by version 3.0 :cry:
doing all of my hard surface work in 2.93 for now

make sure to be up to date.

When it comes to reporting issues more info is needed.

Greetings Jerry.

Is there any way to change\set-up default bevel width independently (not following the dimension scale - alt+q bevel)?

what does that mean?

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