Blender 2.8 Boolean - Is Anything Different? Does it matter? Learn to Use It Here.

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The Blender 2.8 Boolean modifier is pretty much the same as it's been for a long time. Nothing really different. However, this video shows you how to use difference, intersect, and union in a cool way. Watch what happens when we animate it.

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GREAT tutorial dude! I used to use Autodesk 3D Studio V.3 in MS-DOS back in the 90s and this tool was my No.1 tool for sculpting. Now learning Blender and it's heaven to know this process is still so simple. Ty for the upload, u got a new subber : ]

Jizzlewobbwtfcus
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Nice! Personally, I don't use the bool modifier much because with a subsurf modifier it gets really annoying. But the one I do use the most is union. Because merging 2 objects together and getting rid of the excess is really useful. Have you considered editing your videos? It would definitely increase the retention time and make your videos more interesting. The one I use is davinci resolve. It's completely free and with enough tutorials you can create videos as good as Hollywood movies.

charlenekaczynski
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was having problems trying to figure this out as most videos show people using the older version of blender

bluesapphire
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Great video, sir. If I may add a little bit of my own experiences when working with Booleans. :)

This could be lengthy, so please be warned...this could be TL;DR.

When I use Booleans, I am often building models for use in an animation program called iClone by Reallusion. (Up to iClone 7 now.) Of course, to convert .obj's for use in iClone, I have to use another program called 3DExchange (3DExchange 7). The problem that one can run into in such a conversion is that sometimes you run into what I call (for lack of a better designation) "phantom faces". What will usually happen is that even though your mesh might look fine in Blender in Object view mode, when you convert with 3DExchange, you end up with annoying, flickering surfaces, or with faces that were only partially eliminated (if using "Difference" function for Booleans). Now, you can switch the shading to "Smooth" in Blender, and that might help get rid of some of those partial cuts in 3DExchange. You can also Smooth the object in 3DExchange to further try and eliminate any partial faces or flicker surfaces.

When making "Difference" Booleans in Blender, after you've Applied the Boolean cuts, look at the new result in "Edit" mode. Let's say you made a cylindrical cut into an unmodified cube (one face per side), and applied it. Look at the result cube in "Edit" mode. There's a possibility that you might see either a partially eliminated face in the cut, or worse, you will see the cut has "taken" but there is still a "face marker" in the cut. And sometimes, that face marker may be off center of the geometry of the new cut. (By face marker, I mean the dot that usually appears in the center of a face's geometry.... these are *not* to be confused with Vertices.) The face might seem visibly gone, but there is still the face marker, meaning that a conversion to another program might end up still physically showing the face that should've been eliminated. You can definitely tell if this is a Phantom Face because you will not be able to select the face marker) If the face marker is off- center of the cut's geometry, you might see a face that still covers part of the cut in whatever program you've converted to.

I have found that one way to get rid of this problem, or at least seriously reduce it, is to "subdivide" the target object. Example, if you want to make a cylindrical cut into a cube, subdivide the cube first...say 5x5 cuts per side (each side should have 25 faces). Now, make your Boolean attempt. If all goes well, you should have a pretty clean cut after application of the Boolean Difference attempt. It's not entirely fool proof when building a model for conversion into a program like iClone, but it does do a good sight of eliminating a lot more "phantom faces" in the conversion process. Again, "Smoothing" the mesh once in Blender (post-Boolean), and "Smoothing" the object again in 3DExchange (before conversion to iClone) also usually helps this problem.

Thanks for your indulgence. :)

martok
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6:40 or you can hit apply... "and it's GONE !"...

DMINATOR
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Finally found how to do it, thanks, weeks looking for this, by the way my computer crash when i do it haha

dito
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Wonderfully clean explanation and video. New to Blender, big help, thank you! :-)

yeoldwizardsclub
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Hey bro, do you think booltool and boolean modifier are there differences? Like the results for the topology?

mypd
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Hey BlenderBinge, so like, is there no addon or way of removing everything within the Boolean object? Like when you have messy geometry sometimes neither of the settings for the Boolean tool actually removes everything inside of the Boolean.

Very frustrating, especially as like I feel the point of Booleans are to save time not having to cut things out with stuff like the knife tool to make your desired shape

I believe the issue occurs like when you have faces inside of your mesh

olliveraira
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Nice! What is the shortcut to apply this modifier?

Katana
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Thanks Kev; excellent thanks. just what i was looking for

ydvisual
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Let's say I was modeling a Zippo lighter, how would I link my Cylinders together as "one object" to Boolean or to carve out the holes, on the top of the Zippo where the wick is?

IncubusOfDeath
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Amazing...please all modifiers video education.

Kurabiye.Canavari
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I find that the more complex the meshes are, the more likely some faces will overlap, and boolean becomes increasingly finicky to work with. N-gons are non issue, but the resulting mesh is just chaotic, boolean op seems to like faces of two objects with obvious non-overlapping faces though. kind of a shame, the workaround seems to be for me to try change my modeling process to minimize boolean operation as much as possible. I make printable figurine in parts, and there are too many places where I have to cut the mesh I modeled above, to fit the part/mesh under, with boolean, with current method, which resulting in non-manifold/n-gon holes in the mesh

Shiruvan
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nice video bro, plz make videos on hard surface modeling

amolgamer
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5:53
-It is gone, it is all gone.
-What gone?
-The money on your bank account, you didn’t do well - it is gone.

fairnut
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I just tried this. It does this. But then as soon as you smooth shade, add subsurface modifier, it totally destroys itself. Any suggestions? I'm now using 2.8a

V.Z.
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I have a problem, when I try to apply the boolean modifier to carve a cylinder out of an anvil model, when I click "difference", the cylinder is only carved out when it is in the center of my anvil. When I move it to the sides (where I want it), nothing happens, nothing is carved etc. Only when the cylinder is in the center of my model does the modifier actually work.
Any tips please?

mialaplanche
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i dont understand.... i heard blender 2.8 were easyer, but i see bolean is really hard if you compare with 2.7, where is 1 click bolean icons....

orlandothx
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So can i delete the torus after i changed the cube?

PrometheusV