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mesh boolean demo
RMS:
The most recent meshmixer update has a preliminary implementation of something new for meshmixer: mesh booleans. The booleans are definitely a work-in-progress, but I'm putting it out there to get feedback for the next release.
To use the booleans, you just have to import two objects. When you import the second object you will have the option to Replace or Append. In previous versions, when you Append'ed this would just add to the main mesh. Now it creates multiple objects, and when you have no Tool active, you can change your selection by just clicking on the object you want to work on.
To do a boolean, hold down shift and select both objects. Then under the Edit menu you will have the option to do Boolean Union / Difference / Intersection. Difference is the same as Subtract. When you activate one of these, you will either see the mesh rendered pink and purple, or all red. All red means the operation failed. There are no parameters yet, so all you can do is accept or cancel.
The booleans do not strictly require closed objects. A heuristic is used to detect inside/outside, which will work for non-closed objects except near the holes. For example you can usually subtract a sphere from the default bunny unless it is very large and on the bunny's back.
Right now the booleans leave a sharp edge, but that edge will be lost if you do further booleans in the same area. Also sharp edges on your input object will be lost.
More to come...
RMS:
Here is an example just adding and subtracting spheres to the bunny. The second image shows a closeup of the mesh with the sharp transition.
RMS:
Here are some 'stress-test' examples, doing weird things to a sphere.
RMS:
And finally a "more practical" example. In this case I had to close off the bottom of the head. Part of the neck sticks out in a weird way, but the smoothing brushes make short work of that. Easy!
HolyEnigma74:
This is really nice..
I imported from Blender a heavily subdivided cube
(then in edit mode select all "a" then convert quads to tris, (Ctrl+t) or click Mesh/Faces/Quads to Tris
then export the obj.. I exported a Cube and a Cylinder..
for the cylinder i made it 120 segments on the diameter and
i made a whole bunch a loop cuts along its length edit mode (Ctrl+R)
I also put loop cuts on the end select all the edges of the ends then subdivide
hint: use the slider on the bottom left to to crank it up a bunch , so you dont have to keep subdividing over and over
And again before you export convert quads to tris.
The one of the left was done with cylinders, the one on the right was done with meshmixer sphere.
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