Edit-Mesh Modifier
Basically, this modifier will allow you to manually edit the resulting geometry(vertices/edges/faces) of previous modifiers in the modifier-stack.
This allows for a greater non-destructive workflow, as we currently must apply each modifier before being able to edit the generated mesh, resulting in the loss of the ability to change any applied modifiers if we change our minds or decide to make changes later. Additionally, we can use this modifier to make additional changes to geometry without affecting our base model.
While using the modifier, you enter edit mode and make any changes you want to your mesh.
This feature exists in other programs such as 3DS Max and is generally a very handy tool, it makes modeling feel a lot more modular. (you can see how the 3DS Max version works here: knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2019/ENU/3DSMax-Modifiers/files/GUID-1230619A-8CB3-4411-B07D-C133716F61F9-htm.html or youtu.be/I_Q_7ZRiWlQ )
Duplicates
- Edit poly modifier/Houdini like edit node
- Edit mesh modifier (for meshes and curves)
- Edit poly modifier in blender
- Edit modifier
- Editable Mesh Modifier
- Edit poly modifier
- Freeze modifier to allow intermediate stack manual edits - Non-Destructive workflow
- Edit-Poly Modifier
- Edit Modifier
- modifiers - 3ds max Edit poly and uv?
- "Edit Geometry/Poly" modifier
- Edit Poly Modifier
38 Comments
Yes ! This is one of the few things I miss from 3DS Max ! x)
Its kinda possible now with the "Edit Mesh" modifer in the Modifier List addon: extensions.blender.org/add-ons/modifier-list-fork/
Woah, what a nice discovery! I hope this could be out of the box though...
must have feature.. works like mesh cache system too
The more I try to use non-destructive modeling techniques, the more I realize I need this to make the most of these systems.
the idea is good, but it would always give some trouble with the modifiers below, this is always a bit messy :\ so Im quite happy without it and I used max for several years.
Cool feature. Very good proposal. I would be very happy with something like this.
I'm trying to get into blender from max. Edit mesh modifier (or even better edit poly) is a cornerstone to max mesh modeling. Blender is very different, and that's good in its own right, I think blender can be the program to displace the hydra that is autodesk. this proposed modifier would likely attract even more professionals over to Blender from the hell that is 3d studio Max's autodesk overlord. The lowest point of resistance is building this edit mesh/poly modifier, I'm very new at blender and I can't tell you how many times over the years I've figuratively flipped the table for not being able to edit some part of a mesh. right now I need to jump into blender, make a high poly box, slap a displace modifier to the top face then export as stl for printing. I have no idea how to do it, ive spent the 2 hours failing with only 3 hours allocated to make this thing. first hour failing to select the top face to apply the displace modifier to. my last hour has been searching the net on how to do it, eventually leading me to this proposed modifier. I'm so frustrated I'm taking the time to write this. I can't imagine how many max users do the same thing with blender and end up staying inside the Autodesk hell. The worst thing is those people who are turned away, frustrated again at the loss of time but even more at the broken hope of moving to a free software solution. many of these people in turn end up saying "what do you expect from free software." I don't believe in that attitude and keep trying to learn blender but the time I have is short, and today blender did not get my project done.
please, I beg of you fantastic programmers behind this project. please make it a reality not just for me but for all of those who want to get into blender so desperately. we throw our precious hours trying to make it work in hopes this time it's going to be the program that lets us leave Autodesk in the dust once and for all.
It's the main thing I miss from 3ds Max when I'm using Blender. There are other minor things also, but this is one of those things that once you start using it's very hard to let go when turning to blender. It's extremely useful, and it's actually kinda hard to explain how useful it is to someone that never used it.
There are no modifiers with similar functions in 2020. BL should refer to 3ds Max in the modifier process, which is not a shame! The edit poly modifier not only allows you to continue editing the model without collapsing the previous modifier, but also serves as a faster way to specify vertex groups!
Must have
a good solution would be a capture edits geometry nodes. It would record every edit mode operation as an internal node network, accessible by pressing tab to open up the 'capture edit' node. This would also allow edit mode operations to be changed after the fact. This is how houdini works.
This would mean every edit mode operator would need a geometry node equivalent that stores the redo panel setting for each operation, plus the vertex/face/edge id's that the user chose to operate on. Perhaps it could generate a selection node and then connect that to the operator node's selection input so the selection can be modified after the fact too.
I just saw this after making the same feature request. You have my vote! The only difference is I also suggested an "apply all modifier", so you could non-destructively apply all before using the edit mesh modifier. On a side note, it would be cool to have a convert to curve/mesh modifier too. It'd be super handy for vector curves with a bevel modifier that have a bevel object, so it follows the curve instead of beveling the vector extrusions. I probably could've explained that more clearly... but hopefully you get the idea.
we need something like this in blender
Yes this is superior to creating a vertex group and then editing it. This puts the vertex group in the stack.
Softimage had this with each single step, where you could hide everything, or parts of what you do.. then "freeze" when happy.
Many are moving from 3d max just because there is such a cumbersome editing system. You propose to make 3d max out of a blender or cinema 4d ... Maybe that's enough?
@fexcron: as a long-time blender user, this feature would definitely be an improvement. You have to understand that there are still a few advantages that other software like 3DS Max has over blender. Simply dismissing something because of what program it's from leads to us missing out on features that would benefit us.
I like the idea. Have you tried using shape keys? You can do a lot with them.
@cobyrandal: The idea of the edit mesh modifier is to add/delete details to the mesh, not only to manipulate the mesh like shape keys
Why do we need non-destructive modeling if we have the destructive one?
Wild that this is one of the top voted and this hasn't been approached especially after the switch to the node approach which was meant to make this possible. Noting that it clearly doesn't.
This is kinda possible now with "Edit Mesh" modifer in the Modifier List addon: extensions.blender.org/add-ons/modifier-list-fork/
I can't imagine how it should work / behave if the user would change parameters of modifiers above / before this edit-mesh modifier. whould it be based on indices ? if so Subdivision surface or anything altering vertex count beforehand would alter result of this modifier in unwanted way.
Edit Poly modifier as in 3Ds Max. Now, 3.3.1 anyone know blender already add it ?
This is much needed feature or edit node in geometry nodes.
This is honestly extremely needed or geometry nodes getting edit node.
MustHave!
This tread should be conected with this one:
blender.community/c/rightclickselect/d0bbbc/
My question is what happens when the modifier stack or original mesh changes?
Lets say you use an array modifier to duplicate a cube 5 times and use an edit mesh to extrude a face on the 3rd duplicate cube.
What happens if you go into the original cube mesh and subdivide it? Or if you change the array modifier to duplicate the object 6 times instead of 5? How do mesh edits modifiers handle these kinds of changes?
* @ Grady * Well, if it works the way it does in max you wouldn't be able to do anything in the stack that changes the number of vertices. But leaves plenty of possibilities. Imagine creating a simple figure, subdividing it, then sculpting on the new mesh. That's just off the top of my head – I'm sure people would find plenty of other uses.
will this be needed after everything nodes for modelling gets released?
* @monkok.st * Of course it will.
Having nodes for everything will not justify not having an edit poly modifier, in fact it may require it.
Depending of how the "everything node" will be made, doing things like we do now in edit mode may be implemented in the form of nodal operations under the hood. You would still enter edit mode and do stuff like we do right now, but the code underneath would work using nodes. This is what Maya does, and makes a huge strength: everything is tweakable at any time.
Lastly, "everything node" for Blender is more a vague target concept than a clear milestone or a feature. It's being slowly implemented step by step, starting from what we already have (shaders & compositing nodes) and going further.
So we don't know how it will be made, nor when it will be called "done". But we know it will take a lot of time and effort. We talk years of work, rewriting entire parts of Blender from the ground, refactoring, and making new features that weren't even possible or completely out of design.
So by the day we can say that Blender does everything with nodes, years will have passed during which an edit poly modifier would have been very useful, and would have been a part of this accomplishment.
* @-L0Lock- * sorry, but you haven't justified the need in this feature for me, only expanded on your understanding of everything nodes project. The way I see it, making this feature would only waste time and resources that could otherwise be spent on making everything nodes. As it would most likely replace this feature as well as modifiers the way we used to think about them. I don't really know if it's needed right now. Though of course i'm not trying to prevent it in any way
Will the changes be offsets? Will the behaviour be "undefined" if the underlaying mesh changes by adding or removing topology?
As long as it doesn't take away from the immediate modelling style of the current edit mode, not forcing you to make a modifier, this seems good. It probably is huge feature that changes a lot of things under the hood, like modifier evaluation, mesh caching and all that. This proposal has to be kept in the back of the mind when Everything nodes starts being developed
Please use the search feature here. This is a duplicate of this proposal .
This makes me think of houdini. I feel features like this will come with everything nodes. So it's probably coming eventually