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  • Published 5 Dec 2018

Unlimited Ngon holes on Ngon faces

To me, this is essential and I've been waiting for this ever since bmesh was a thing.

If you could model as many holes as you want on any flat face, that would create a faster and cleaner modeling workflow.

This ability would result in cleaner-looking models in many cases, for example - no extra edges accross walls, just because they have windows in them... Modeling would feel far less limiting, even if the endgoal is quad-based topology. Though, not all work requires quad-based topology. A face with a hole in it looks exactly the same as a quad based wall in the render, so it doesn't matter. One of them is just quicker to do.

This would greatly improve the functionality of booleans, as they would not have to figure out how to make these extra cuts, and often fail at doing so.

Also, would reduce artifacts from other modifiers, and give cleaner results, such as bevel, where it has to deal with bad topology because of those extra edges... Or howbout just writing a letter "O" without having to make extra cuts?

Sketchup does not have these problems. It just works. Which is why it's such an easy to use modelling app. The less distance between imagination and a result, the better.

In many many years of using blender, I never stopped getting into situations where I'm thinking "This would have been easier, if i could just make a hole in a face".

This idea was thrown around since B-mesh was first introduced, and I think there were some loose ends to allow this in b-mesh, but was never done, for some unknown reason...

ngon holes.png

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Development Status: Open

Upvote 10 Downvote 1
FreeMind
5 Dec 2018

16 Comments

DB3D

blender.community/c/rightclickselect/Llcbbc/

blender users are not ready to collaborate with the cad wanting users ..

2
ThomasDion-McFumble

@dodododorian: Blender development can't be focused on so much variety of workflows, I think. There are other tools specialized for CAD, free and opensource too, that maybe lack development power, but blender isn't really the solution for everything, I think. Maybe I'm wrong and it will be the best multitoolbox ever imagined, though, that would be great, I agree. But they don't have enough developpers for that, I guess.

FreeMind Author

@tom.dion: "blender is not a cad app" is a terrible argument. Blender wasn't a video motion tracking app some time ago. Now it is. So yay to that. Neither is this a "Different workflow". It's the same workflow, just without an annoying limitation, that doesn't have to exist.

4
testure

@tom.dion: it's not an exclusively cad workflow though.. it's ridiculously useful in a poly-modeling context. Ask any C4D or Modo user! If you try to boolean a cylinder out of a cube, it's currently impossible to select the resulting intersection loop in one action because the loop is broken by the supporting edges.

2
Lauloque

This boolean numbers limitation has nothing to do with CAD, it's a know technical issue from Blender's boolean algorithm (among several others and we could dress a huge list of them).

Also, p̂lease don't bring your complaints about how it went on your proposal on other threads. It just makes more noise. And don't claim you have the opinion of the blender community: you posted a proposal, people talked about it, some agreed some didn't. End of story.

Every proposal here is an open debate like any other, don't shut it down.

@tom.dion: having a precise way of modeling could help everyone

3

@-L0Lock-: no im just so surprised that so many users are afraid of this concept of cad and i dont understand why

im an architects, i switched from sketchup to blender and blender could easely fit for precise related users too, not much effort is required, the community just dont wan't it, even if it dont influence their workflow at all

valydeca

I don't see CAD implementation phisically impossible, considering the modelling tools have been the same from 2.5 and the artist community is now widely adapting CAD softwares to their workflow (game development, movies and what else) that would be actually a great move.

mrdixioner1

In Cinema 4d, working with ngons is supported from the very beginning, and it is very convenient. And it is impossible to work in a blender, because the supporting ribs interfere with the selection of the rest of the geometry. I'm surprised why this is not implemented in blender from the beginning.

remosande

IF this is possible to do then yes this would be a great addition. Boolean workflow is on the rise due to it's speed and efficiency and this would greatly enhance the workflow.

Lauloque

I think it was on the 2.8's todo list at some point. Can't find a ticket for that. Boolean modifier sure has a lot of issues right now . Sadly...

In the perfect world, the Boolean modifier should always do what's asked no matter the mesh.

XYZS

Ngons are crap (both technically and workflow), just start working properly.

testure

@mfx: your inexperience is showing. please refrain from spouting generalizations as if you're an expert.

2
wo262

@testure: yeah, thats the kind of general rules of thumbs that are taught to students so they don't mess up, but they mistake it as general truths or moral statements.

FreeMind Author

@mfx: Ngons are a time saver with no drawback. First of all, the nice quad flow in a model topology is not always required. This is is especially valid for hard surface models. So, if you don't have to solve these things, it saves a LOT of time, and the result is identical in renders. You don't have to have quads everywhere for the mere reason of "just because". Secondly, having n-gon shapes before you split things into a nice quad flow is also a huge time saver.

3

@mfx: not in cad workflow think about architects, do you think they care about having all their architecture in a good topology ? no they dont give a f at all and its normal because having a good topology in this case make no sense