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Blender boolean and split edges problem.

quad damage
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kanga quad damage
Hi
Applying an animated boolean to a hard surface model with split edges works but doesnt show a closed wall. It shows an open area inside the geometry as expected, 

 With Max you wouldnt have to split edges but just use smoothing groups. With Blender it also wouldnt be a problem if it was a still image. Just merge all verts by distance. apply the boolean and once the walls are in then split edges. Would there be a way to animate the boolean to show a progressive cutaway and still have correct smoothing on the mesh?

Also in the animation the cutter slides over the shape and deactivates for one frame, revealing the whole mesh. I have replaced the cutter, resized it and uped its rez, plus deleted all the modifies and replaced them but the glitch persists.

Any advice appreciated.
Cheers.

Replies

  • Udjani
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    Udjani interpolator
    The first problem is a boolean bug, if you have open holes in the mesh make sure to close them, it might solve the problem, but it happens sometimes too when you have edges or faces intersecting.

    For the second problem, maybe i am just getting the terminology wrong here, but you don't need to split the edges. You can use ''Sharp Edges'' to split the smoothing groups, just make sure to activate the Auto Smooth feature under Mesh>Normals> Auto Smooth. Also keep the boolean object with flat normals.  
  • kanga
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    kanga quad damage
    Thanks Udjami
    Yes sharp edges and auto smooth did the trick. With the sudden appearance  and disappearance of the mesh during the animation Im pretty sure it has to do with wonky geometry.

    Cheers

    Edit: The winking mesh was caused by bad geometry. Cleaned it and now it works perfectly.
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