Nondestructive "convert to mesh" modifier
There are many object mode modifiers that can only be applied to mesh objects, for understandable technical reasons. In nondestructive workflow, however, it is often useful to model geometry as curves (or other non-mesh entities).
The process of converting a curve (etc.) to a mesh in order to add modifiers is tedious and error-prone, especially if one forgets to check the "keep original" option for the convert to mesh step.
What I propose is a stackable modifier that accepts a curve or other non-mesh object as its input and emits a mesh object as its output, available to be used by other modifiers further down the stack.
An example use case would be to use a curve (such as an extruded circle or polygon) as the parameter for a Boolean modifier on a mesh object. The implicit conversion to mesh via the proposed modifier on the curve would nondestructively emit a mesh based on the curve's current resolution settings, thus allowing this Boolean operation to be low-res and fast during rough modeling, then higher-res (but slower) for final modeling stages.
The reverse could also be useful, for example being able to nondestructively convert a curve to a mesh so the result could have a Boolean or other mesh-only modifier added.
Perhaps the most versatile usage of all would be that Geometry Nodes could be added after this proposed modifier in the same stack.
Such a new modifier would entail some ordering restrictions, similar to those that are in place for certain other modifiers. It may not be a feasible idea, depending on how existing modifiers store the intermediate results they pass down the stack. I've looked over the code but not to that level of detail yet. Since there is a Curve to Mesh node in Geometry Nodes, however, I am hopeful that this may be possible as a standalone modifier as well.
6 Comments
Yeah 1 up for me, so that one can then from that point edit the mesh manually again.
And after this, the UV Mapping modifier! blender.community/c/rightclickselect/RlBz/
I use screw modifier a lot and all I want is to be able to manually add seams and sharps once I've created an object, but still hold the editability of the underlying spline. I don't mind losing the edit history on the end mesh result, but I do mind losing the underlying construction. This is my major hang up for fully embracing Blender
I suspect they won't be adding any new modifiers for things that can be achieved with geometry nodes.
Honestly, you can't just compare GeoNodes with Construction History... in the beginning I was thinking this was quite similar, but it's not, really. I hope they will understand this.
Nodes are one type of History, and stacked modifiers are another type of History.
The idea for "checkpoints" was discussed some time ago (being able to access geometry after modifications), and it's supposed to be in GeoNodes.
Usefull for animation too, all those conversion things need to be non destructive if the user needs it live.