I’m trying to envision something, where a whole collection, or scene of objects goes by. On one end, they get revealed (some sort of reverse bolean?) and then after a prescribed length they disappear. Can you set something up, sort of like the dissolve for particles field? Or collision etc. for all objects in a collection perhaps?
Hi there newb (I’m also a newb. LOL)! Yes, I’ve used something like this before in a previous project/test.
The problem with this is, if you have 50 objects, you can’t really bolean then? Or Bolean a collection? I may be wrong, but please correct me if I’m off. =>
You can select a number of objects … and you know how in blender you have an object that’s more highlighted than the rest - it has a brighter highlight and it’s probably the last object selected? If THAT object has a boolean you can copy the boo mod to all the others with ctrl-l link modifiers.
Doing this with 50 odd objects does sound like a way to crash Blender, though. Could you just have them fly through a plane with a holdout material on it?
Well the truth of the matter is that I’m most likely no more advanced than you are but if you join this forum site ( Blendermania) Alex Cordabarn will be more than happy to help you with any problems since he made this tutorial in the first place.
So as an example (like yogyog was saying) imagine you had a fleet of spacecraft. Then you wanted them all to disappear through a portal/solid plane, then possibly re-appearing at another spot from a solid plane. Pretty much think the game Portal, but with fleets of spacecraft ‘rezzing’ or materializing from a plane. That’s kinda what I’m going for.
Oo… that’s awesome howardt! When is 2.91 Alpha (or what not) being rolled out to a more stable version? It’s so hard to keep track of the versions. LOL.
Everything you need is shown there in the pic. What I suggested is very high performance, much better than booleans, and without the topology issues that booleans create, but there’s the potential for a bit of tedium if you have a bazillion materials, as every mat needs the mix-with-transparency bit (although that can be node grouped if you want, for easier editability.) It’s also previewable, unlike compositing techniques. Lets you use a background (or have unaffected objects) unlike a holdout plane.
But I guess I haven’t closed that file yet, so objtransp.blend (196.9 KB) if it helps.
Thank you to everyone!!! Such a wonderful warm and SUPER HELPFUL community. I now have a bag of tricks to try getting my project that I’m visualizing to work.
That’s so cool… just playing around with your blend file Bandages! A couple of questions on this cool solution.
Is it possible to make the alpha clip a ‘solid’? So that the empty clips the shape, but then perhaps has everything that intersects becomes a solid red, or orange, or what not?
Also can you have 2 separate empties? Perhaps one on one side, and one on another side? So in other words, if you have a sandwich and you take a bite out of one side, then the other side, both show up?
Very cool as always Bandages! So I know with Booleans, you can have a material that is ‘solid’ for the intersection (I’ve feebly did it one time), but with the empty technique it won’t allow for that ‘cut away’ or solid look I guess? So pretty much it’ll work only if you have the transparency material at right angles then? Otherwise it would show the inside of the mesh I suppose…