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  • Published 23 Oct 2023

Dynamic Subdivision in Boolean modifier

Add option to have dynamic subdivision inside boolean modifier.

while using boolean modifier, some of works, but in some there are errors, some bad topology. And often, users add edge loops to fix this issue. This make the modeling distructive.

if you add dynamic subdivision, the users don't have to manually add edge loops manually to object. This makes the modeling non destructive. Hard surface modelers can easily cut out without having manually add edge edge loops or install 3rd plugins like hard oops.

It help artist various ways in boolean operations;

Smoothing:

Creating a more even distribution of vertices by smoothing out the sharp and jagged edges that frequently result from Boolean operations.

Edge Flow:

Edge Flow: Dynamic subdivision can help create a better edge flow by introducing vertices and edges, making the topology more uniform and continuous.

Reducing Triangle Count:

Dynamic subdivision occasionally has the ability to reduce the number of triangles, which simplifies the topology.

Facilitating Cleanup:

Facilitating Cleanup: Due to dynamic subdivision's smoother, more even topology, it may be simpler to spot and correct problems like non-manifold edges, duplicate vertices, and overlapping geometry that frequently result from boolean operations.

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Development Status: Open

Upvote 2 Downvote 1
suhail1
23 Oct 2023

4 Comments

mrajendra2150

there is already plenty of ways to do what you have suggested.

  • For applying procedural support loops, add bevel modifier with profile value as 1.00

  • You can use Subdivision-modifier with simple option above the boolean modifier.

  • you can use both method together to smooth out hard edges, or use bevel shader.

  • For reducing count, use decimate modifier with planar option.

    if you want to learn how to correctly do hard surface with booleans then watch "ponte ryurai youtube channel. youtube.com/@PonteRyuurui

suhail1 Author

this methode makes the process complicated. Plus, it does not give complete, because there are still topology errors doing that.

Also, adding Subdivision-modifier with simple option above the boolean modifier, is also going to subdivide there mesh, which is not what we wanted, we need subdivide on the specific area where boolean needs, so the hole we cut is the exact shape of the cutter.

when i saw this comment, i added a cilinder, and i another cilinder cutter and i arrayed cutter on bazier circle. I added cilinder as a cutter object, tried to cut the side of the first cilinder, with the settings you've, it have solved some of the issues, but there some small geometry errors.

The video you've linked is perfect solution, but it has 3rd party addon, hard ops. There must be a way do it without 3rd party addons. Which is not currently a solution. Also some blender users plasticity for boolean, which is a seperate application, boolean operation in this works better than blender and 3ds max. I am suggesting an idea to in blender itself, if there errors in the idea, write that in comments, seggest me option could be a better. Based on everyone's idea, i can generate an idea which is accurate!!!

mrajendra2150

actually there are already ways out there so i dont think devs will find any interest in it. if there are addons available then just purchase them and use them, i am not saying it to offend you but this is the more practical approach because your usecase is specific and addons are there to solve specific issues, why blender team should work on specific needs, also if you think this is so important then prepare some visuals and convince other people to work together.

suhail1 Author

tue, i should include more people. Normaly 3ds max artists are ruling hard surface, even though better though blender is better than 3ds max. Ony because of the boolean operation without. I think, i can find more people, whenever you apply for a job, they ask for a demo. when you say blender, and they ask you to demonstrate the skill. The addon artists has learned, and the addon which the studios is always the same, and artist will find difficulty in getting, they will consider he don't have knowledge