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  • Published 16 Dec 2025

Support Edges! But why?

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"holes" need to be connected with at least 2 edges to the outside. But when modeling they can get in the way with some operations (selecting loops, beveling and stuff).

Would be huge to not be concerned about them in the first place.

~ big blender lover Reaven

40%

Development Status: Open

Upvote 2 Downvote 3
Reaven
16 Dec 2025

9 Comments

zuorion

"But why? "

Short answer : Because technical reasons.

Longer answer : Because someone long time ago when deciding data structure of meshes in edit-mode- Bmesh - made one that does not support holes in meshes. In hindsight they regret that, but to remove that limitation EVERYTHING that uses bmesh had to be rewritten (that also includes all addons). Or make some workaround to mark those 'connecting edges' as internal and hide them from user when possible. Devs are actually considering "move away from BMesh" ¹ , but thats years of work.

3
Reaven Author

sad. thanks for the information bro. but i also feel like they could just remove the line in the code that says "2 connections are needed" lol

TheRedWaxPolice

This is just a big blender limitation. In other 3d apps you can do that just fine...

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2
Reaven Author

:0 modo?

TheRedWaxPolice

That's Cinema 4D 😉

samueloates

If those edges didn't exist, you also couldn't make loop cuts around the solid part of the mesh between the hole and the outside any more than you could make circular loop cuts directly on an n-gon, and that would mean even more adjustments needed for removing the supporting edges. Edit: Also, these edges existing is not really a disadvantage, but it can actually allow for better topology than a shape made of pure n-gons. This could also quite easily create shading errors if an n-gon was bent, which would happen easier on a pure n-gon structure than a good topology shape with supporting edges. Also the UVs would not work very well with just n-gons.

1
Lauloque

Having one ngon would still not solve the actual issue of tools unable to work correctly depending on the current topology.

1
thinkingpolygons

Lol the guys down voting this clearly never used other 3d apps. This is normal behavior. True ngons exist everywhere. That's embarrassing

User01

Did you really go to the people who downvoted your idea and randomly downvote their ideas? That would be pretty pathetic. (and completely contrary to the purpose of this site)

I downvoted your idea because, as a long-time Blender user who has done a lot of modeling, and texturing I see absolutely no advantage in completely rebuilding the internal data structure just so that you don't need “supporting loops” for Ngons. For rendering, texturing, or modeling (where you usually try to use only squares and definitely not Ngons), such a form would be very disadvantageous, even if it were technically possible to implement.

I would now be interested to know why you downvoted the ideas of Matty-Krosschell, mod moder, and me (who all happened to downvote your idea). I'm sure you can explain that well...