Boolean Bevel (Offset Cut and Bevel) Modifier/Node

Hi everyone. Just finished a new Node Group/Modifier that lets you do Mesh-Machine style offset cut and bevel nondestructively:
Animation
Animation union
It also has boolean cleanup:


And allows variable bevel width:

Tutorial here:

Available on Superhive and Gumroad.

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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:


And 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.

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Added support for more than one intersection loop:

double intersection

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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 :grinning_face_with_smiling_eyes:. While I was at it I added the option directly to the modifier.

slice optimized

It’s not 100% perfect; sometimes when moving around you get some missing faces, etc. Not so often though.

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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.

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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!

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Thanks again for the feedback everyone. Version 1.2 is now live with several improvements:

  • Slice mode has been overhauled and now works much better.
  • Added Boolean intersection and Inset/Outset modes (positive thickness is inset, negative is outset). The latter is a little finicky and needs careful adjustment of the parameters, especially “Thickness” and “Cut radius”. If the cut radius is too big for the thickness the boolean fails. Also with cuboidal/straight line meshes, the spacing parameter is important so that the cut loops coincide with corners.
  • Addition to the Boolean Cleanup mode to include vertices beyond the rim, in order to try and fix shading issues if “Fix Normals” fails. However it is better just to make small adjustments to the cut radius or spacing to fix them.
  • Organized the modifier UI into panels.

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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:

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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:

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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”.

edge

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