Check out the Carve Branche builds !!!

Hi boolean fans,

today I tested a Carve Branche and compared it with Blenders current boolean tools and I am pleased to see a significant speed improvement. It is not as fast and snappy as I hoped with denser meshes but the speed improvement itself makes this tool a lot more usable for modeling and cut section animations - which is actually my main interest.

Graphicall has the builds online now for win mac.

It’s already in trunk, isn’t it?

not that I know as the speed with the mac branch build is much faster than the trunk speed.

I cannot run win builds right now and verify your statement.

Im not satisfied with the new Boolean system;
Ok it is fast but it produces more ugly corners than the old boolean system.

Example:
http://picfront.de/d/8udD

Here is the blend-file:
http://dl.dropbox.com/u/39998946/Boolean.blend
http://picfront.de/d/8udD

I think that this is the commit to the trunk:
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=43428

Hey, tungee, I’ve downloaded your file and opened it with trunk blender revision 43554 and got this pretty decent result:

the result still looks worse, in the sense that there seem to be more verts along face edges…I hope you understand what I mean…like a triangle with 3 vertices on one edge…

autsch - line faces are not good at all and a pain in the butt for rapid prototyping.

To be honest in the example posted I don’t see much difference from the typical results of old Blender booleans. Still maybe that recently merged remesh modifier might help in many boolean-messed meshes.

Linux build please? I would love to test this.

Its now in trunk, so get a bot build or use the ppa for blender: https://launchpad.net/~cheleb/+archive/blender-svn

Ah; I had no idea they were in trunk. Tried the booleans and they are awesome. Major thanks to whoever is responsible for this!

The only issue I see so far is the triangles that appear all over the show; however for many things this would be a non-issue, hence my total lack of concern at this point!

If you have some shading artefacts with Carve-booleans in the curent builds,
try to turn on VBO ; it will resolve the shading artefacts…

http://dl.dropbox.com/u/39998946/Carve.jpg

Wireframe?

well wireframe - as long as their are not artifacts boolean are not a tool for clean mesh - try to use a cad tool and export a NURBS object into OBJ or STL for 3d printing :wink:

My last post was too terse; I meant can we see the wireframes of those shapes?

Is carve replacing the default boolean modifier under the hood or is it a sperate modifier or whatever?

How is it in term of speed between the carve and older booleans on high poly models merging (like a sculpted hand you want to merge with a sculpted body).
With the old booleans, it was taking an insane amount of time if you didn’t used some trick.

Is the carve boolean improving a lot on processing time, or do you always need to use tricks to get the work done in a reasonnable amount of time if you’re using high poly models ?

@Jp
its not important how the meshwire looks like; what is important : How it looks after a edgesplit modifier, is it clean or not?
Carve boolean produces extrem good topology for edge-splitting.

@Sanctuary
Carve Booleans are a lot faster than the old one! It creates much better meshes for edge splitting.

What is important?: the base mesh must be subdivided before boolean operations!

@Cekuhnen
“well wireframe - as long as their are not artifacts boolean are not a tool for clean mesh - try to use a cad tool and export a NURBS object into OBJ or STL for 3d printing ;),”
Exactly, i gave my signature under this :wink: