Hi everyone. Just finished a new Node Group/Modifier that lets you do Mesh-Machine style offset cut and bevel nondestructively:


It also has boolean cleanup:
And allows variable bevel width:
Tutorial here:
Hi everyone. Just finished a new Node Group/Modifier that lets you do Mesh-Machine style offset cut and bevel nondestructively:


It also has boolean cleanup:
This is excellent, very well done!
A bit of feedback: I think the factor output of the node shouldn’t go from 0 to 1 to 0, as that wouldn’t really allow you to map towards one side or the other. It should just go from 0 on the one side to 1 on the other side. You can always map it to 0-1-0 by yourself, but not the other way around.
Also, have you thought about using the Set Mesh Normal node to fix any shading issues? That could potentially eliminate the need for the merge-by-distance cleanup (although it’s always good to have that option).
Excellent Suggestions!
Done:
The fix normals is available only in the modifier though, because it needs access to both meshes before the boolean to transfer their normals.
Added support for more than one intersection loop:

This looks as a very useful tool. Can you add to it a ‘slice’ boolean function too?
Thanks! Could you maybe show an example of how you want that to look like?
I am putting below a post from ‘X’ which shows what do I mean: https://x.com/SpaghetMeN0t/status/2065756091506450690/video/1
Ah, got it. That’s achieved simply by adding a solidify modifier to your cutter mesh. Of course when I tried to do that a whole lot of unforseen issues came up which I spent the entire afternoon debugging
. While I was at it I added the option directly to the modifier.

It’s not 100% perfect; sometimes when moving around you get some missing faces, etc. Not so often though.
Bought it. It has some pronlems. Will report them after some further experimentation.
Great, appreciate the help. Make sure you download the 1.1 version.
Looked at the Blenderhive orders list but it is not there (the 1.1 version). You forgat uploading it there?
No it’s definitely there. Hang on, let me PM it to you.
Thanks for the feedback @Fatesailor
Version 1.2 is in the works with a lot of additions and improvements!
Thanks again for the feedback everyone. Version 1.2 is now live with several improvements:
I picked up Boolean Bevel a couple of days ago and so far so good! One request would be adding support for multiple boolean bevels per object (unless it is already there and I missed it, haha.)
Yes it is! You can stack Boolean Bevel Modifiers:
Or you can have several meshes within the same object:
I just finished bundling up the modifier into a standalone node (you can still use the modifier too), so now you can do cool things like this with geometry nodes:
Hi again. In response to user feedback, added a new “Edge” Boolean mode, which Creates a raised/inset edge of an offset defined by the “Thickness” parameter where the two meshes intersect. You get to choose the profile as one of “Smooth”, “Bump”, or “flat”.
