Check out the Carve Branche builds !!!

Very good !
I hope remaining issues will find a solution to see this in trunk soon.

what I really would love to see back is the ability to color the faces cut out by the boolean object.
This would be ideal for cut section animations because the red will clearly mark the cut surface.

Do you mean that this feature was there? Never been aware of it, but yes, it would be useful.

One question about booleans. Is there any way of view the finish result without apply all the modifiers and delete the used objects? I mean, specially in ‘difference’ operations, i would like to see the finish piece while moving the other objects. I could hide the objects except the resulted one, but then i cant move them.

http://f.cl.ly/items/2W2C2X13063d2S2W3J0p/boolean%202.jpg

Actually in recent builds it works now as well. The material of the pink cube has to be added as a second material to the monkey without applying it to any vertices. That does the trick. You effect is visible in shaded mode as well as during rendertime and works in BI as well as Cycles - yah.

Netich

lets take a house as an example. You cut the windows out with cubes and put the cubes on a second layer and hide it.
When you want to move the wall including the hidden window cubes, one way would be to parent the window cubes to the walls
thus when you move the wall object the window cubes follow.

Claas

Cekuhnen, this is great, any special tricks or node?
Any simple blend?

Claas, I, too have questions about how this material is applied. Could you be more specific about it, or point to instructions out there? I opened a file in which I had already done booleans (with the old system - kept giving erroneous faces) but some of the components already had multiple materials applied, so simply adding “a second material” didn’t do the trick… Thots?

Netich, if I understand you correctly, you want to move the boolean “cutters” (for lack of a better term) whilst seeing the result. Do the following: open two windows side by side, and move your cutters to a different layer. In one window, next to the layer buttons, there is a button with a square superimposed by two chain links. Click that, and then you can toggle layers in that window and they won’t affect the other window. It is oh-so-cool.
Cekuhnen - thanks for that one! The cutter material trick is absolutely superb!

Netich - just change the viewport rendering mode of the “cutter” to wireframe (or bounding box), under Properties->Object tab->Display->dropdown menu(not checkbox!)->Wire.

Got it… apply a material to the “booleaned” object, then add the same material to the one that gets cut (or whatever)…

This’ll work sweet! Been waiting for this for ages! Gonna run an animation to see how it works in motion… (when I get time)

http://f.cl.ly/items/0a3U052W2m020H0G282U/boolean.jpg

Here

The material U use for a boolean object - you have to also add to the material listing of the target object.

You do NOT need to apply the material to any vertices.

Multiple materials are supported so when you have 3 boolean objects you need to add those 3 materials as well
and they will show up accordingly.

Claas

It’s also worth noting that it will grab UV or other coordinates from the cutter geometry, so there’s lots of ways to use this creatively with image or procedural textures.
And, let’s see… yeah, Apply remembers both face-assigned materials and UV coordinates from “merged” operators

The array modifier seems to have an issue with the textures.

http://f.cl.ly/items/0n3P1n1g0w2a0S3N2F0f/boolean.jpg

I don’t think it is a problem specific to the array modifier, but has to do with the order of the boolean modifiers as well the number of modifiers involved.

With the modifers stacked one way, you get this:
http://img860.imageshack.us/img860/4217/booleansproblem.jpg

but some careful jiggling of the order of the modifiers will make it work:
http://img707.imageshack.us/img707/7205/booleansworking.jpg

Groboto is one of the best boolean modeling app, the geometry is really clean and quads this can be a good reference
http://www.groboto.com/v3/index.html
http://forums.luxology.com/discussion/topic.aspx?id=54799&page=3

have you test boolean whit the remesh modifier

You asked…so yes, it works a charm. Even BMesh can’t get me this excited. Booleans are an incredibly powerful modelling tool that reflect the real-world technique of milling.

http://img214.imageshack.us/img214/3565/screengrabremeshandbool.png

ah, this new boolean is very good :slight_smile: thank you developers

a feature idea: the “booelaned” edges can be marked as hard edge for edge split and crease for subdiv

what do you thing?

a feature idea: the “booelaned” edges can be marked as hard edge for edge split and crease for subdiv
what do you thing?

+1 excellent idea.
What we really need is a second loop near these edges.

yep you are right

the array has to be at the end - then it does not mess up the material rendering.

http://f.cl.ly/items/1B2b0F200s3s3p1U1e0A/Screen%20Shot%202012-02-06%20at%201.52.11%20PM.png