I use Boolean a lot to create designs, but I need seamless unions or edges that make sense. I want to add a nice fat rim or ramp when I add one object to another, but as you might know, this is not easy as we have to merge vertices and join them, and sometimes there are hundreds of them. Is there a saver addon that will do this like magic?
I think there are many ways. Personally I prefer to take my intersecting meshes to Zbrush so I just overlap the meshes I want to union and I dynamesh them together.
You can do something similar in Blender too with remesh modifier + Corrective smooth.
Or If you want to go for more traditional approach and fix the geo manually then Mesh Machine might be the addon for you. It has some tools that help fixing the topology
Hi why smooth corrective instead of smooth mod directly? Also the low factor with too many repeats is not necessary, just increase the factor to 1.0 and decrease repeats, should be the same result tho…
Thanks for your quick reply. I don’t mind fixing it by hand but I find myself spending tons of time doing it. I cab’t make the geometry node work or not sure what it does. My node doesn’t show the angle above the manage menu
The Conjure SDF looks great and It can certainly be useful for many modeling projects. But does it work with random meshes other than the primitives that come with the addon? Say I model different structures and want to join them together. Thanks
ConjureSDF also has its constraints. I suggested it so that you’d have as many options as possible.
You really don’t give much detail about the kind of work you do.
I personally haven’t tried this type of modeling yet (there are other addons/applications), but yes, you have to use primitives to create your model.
I model jewelry. And I just realize you can basically model anything with this add-on. Juwelery level of complexity is way lower than the stuff they show on the videos. I’m waiting for the 4.2 support to arrive.
not fully parametric at all, they added in-viewport measurements and so other improvements to that, but is not parametric (at least not yet, probably the dev its gonna implement something on its own in the future, because there is already software that covers this but it would make the license more expensive, just like the xnurbs inclusion made the licenses price increase a bit, and neither a feature that everyone needs so just the basic) like other cad programs.
blender bridge is more for like visualizing the model in blender nothing more than that. it doesn’t export it to blender as such, and for that you have to export it as any other file to open it and edit in blender…
however is excellent if you want to make surfacing, booleans and other operations with ease for the most without worrying about polygonal topology modelling and cleaning at all, but you have to worry instead of everything that applies to cad modelling…
@NineAmulets is not addon is a separate cad software in case you didn’t noticed, but it has an addon for visualizing the model out from plasticity without having to export it back and forth to blender. And in case you use blender a lot also plasticity is inspired by it with the shortcuts, matcaps and other functionalities so is gonna be more easier to learn in the beginning. Let me know if you have questions like about where to find good plasticity tutorials.