Is it possible to divide a mesh on a given axis to a given number of divisions?

I need to divide a few simple objects consisted of planes (but inclined, and of various outlines), on the Z axis, which means that the face divisions should be parallel to the horizontal axis, is this possible?

You could use an array of planes and a boolean modifier to cut the edge loops.

Thanks, I did just that, before asking here, and it didnā€™t work well.
The boolean modifier is buggy and instead of cutting it properly, it created surfaces behind it and messed everything else.

It took me hours of tedious work to manually cut the surfaces using the knife and the planes only as a visual guide! One simple thing that could be a few clicks and 1 minute, took me hoursā€¦ which is the norm with Blender.

I asked here, because Iā€™ll need to repeat this for several other objects soon.

P.S. If it works with the monkey, itā€™s because the boolean modifier works better on closed shapes.
Mine, werenā€™t closed.

Yes, you would have to give your planes some thickness.

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Problem is that if the mesh isnā€™t closed the algorithm will have a hard time to know what is inside and outside , therefore the cuts will be brokenā€¦
There are some techniques involving geometry nodes but they are likely to be less precise and are bound to the same issue.

Lol, of course ! Why not end up your sufferings and try other software then ?

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Thanks, that did it. I gave the multiple plane a thickness of a tenth of a millimeter, it cut the object properly, and then I used Mesh ā†’ Clean_Up ā†’ Merge by Distance and set a higher value and it joined all those narrow double cuts.

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It doesnā€™t have to only think in terms of ā€œinsideā€ and ā€œousideā€, there should also be ā€œcutā€.

You shouldnā€™t discourage feedback for a software that suffers from hundreds of thousands of bugs, and other limitations.

one thing to keep in your pocketā€¦ every once in awhile youā€™ll still get weirdness when you boolean out like that, even with your cutting planes having thickness. i do it in geometry nodes, the bool operation, that way i can afterwards select all the faces with the cutting planes material, and delete thoseā€¦ removes all the goofy wrong faces in one go, leaving behind a ā€œcleanā€ boolean. (clean in blenderā€™s algorithm idea, anyway. :smiley: )

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Interesting, I did some search and found videos about that,
thanks!

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A bit lateā€¦ ( already marked as solved ) but maybeā€¦ with orginal text:

Laser slicer add-on for Blender 3.1.

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Thatā€™s a bit different, it creates a number of infinitesimal slices of the object (sections), while Iā€™m interested in just dividing the object like the knife tool does, (not removing parts of it), but itā€™s good to have such a tool, Iā€™m sure it will be handy for other purposes, thanks!

Ahh yesā€¦ i seeā€¦ a slightly different meaning slicing, cutting, dividing, partitioningā€¦ :wink:

What algorithm this is based on ? Can you demonstrate the functionality youā€™re describing in another software ? Is there an actual paper that describe how to implement that functionality ?
In general, if something is obvious and not there itā€™s either that itā€™s going to be there, or itā€™s not possible, or too difficult to do. Ideas are the easy part at and developers/users have a lot of them, implementing them is what takes times and is complex.

Well, first you are not in the right place for feedback since developers barely read this forum.
Your best shot is Right Click Select to make a proposal on a feature request or improvement.

While everyone feedback is interesting and worth listening, Iā€™m wondering how much knowledge you have in 3D in general, and therefore how useful that feedback might be.
Many hobbyist can take blender and use it , but at the end of the day itā€™s a professional software tied to a craft that needs a lot of years of studies to get right.
You might look at sketchup that is simpler and more user friendly, and then you import your models to blender for rigging and animationā€¦

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[ OFF-TOPIC ]

You catch a few words, and start an off-topic discussionā€¦

Itā€™s simply dividing faces that intersect a given plane, itā€™s not rocket science, itā€™s simple 3D coordinate geometry, the most common function, algorithms based on that are known for many decades, and are used all the time, even Blender uses one with knife and in several other cases, itā€™s just the specific implementation that is missing.

There is short, spontaneous feedback, and there is organized feedback, especially about bugs and limitations. The latter requires a lot of time and effort to find a way to reproduce each bug you stumble on, and then submit a bug report properly, itā€™s a significant part of debugging, and I donā€™t have the time to debug Blender, nor am I paid via donations, courses, and other ways like most of developers - Iā€™m busy trying to find workarounds to bugs, in order to complete my work, and debug my own code.

Also, if that site worked, the bugs would have become fewer, but we see the same bugs for decades, as itā€™s easier and more rewarding to add features, than debugging the code.

You contradict yourself, is everyoneā€™s feedback worth listening, or not?

I have enough knowledge to recognize every single bug and limitation I encounter and how feasible it is to correct or prevent it, unlike you, who also makes excuses for everything, and actually does more harm than good.
Feedback is change, excuses is maintenance.

Yeah, letā€™s pretend that itā€™s hard due to the difficulty of the craft, LOL
Iā€™m not a hobbyist, and I expect from a ā€œprofessionalā€ software to first and foremost correct its chronic bugs. Iā€™d trade all new features for the next 3 years, with fully debugging and polishing Blender instead.

At itā€™s current state itā€™s anything but professionally made, itā€™s just an app that some professionals of the industry find attractive for some use-cases and use it, or became professionals after struggling for 10-15 years as amateurs finding workarounds - thatā€™s a big difference.

If it didnā€™t suffer from so many bugs and some really bad usability issues that dramatically reduce efficiency, it would be 100 times more widespread, and many more professionals would use it. That is something that Blender devs who benefit from Blender donā€™t seem to understand.

Thatā€™s a good one, LOL.
Sketchbook is 1) mostly made for architecture, 2) itā€™s online, and 3) it doesnā€™t worth its price, 3 NOā€™s for me, and one for you: no thanks! :slight_smile:

If you have found so many problems with Blender, why use it? Thereā€™s surely better options for your workflow out there that youā€™ll be happier with

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One of` Blenders major re-write was done by 2 people who were working at Maya at the time.

And do define professional. A half-a$$ed addon for any app is ā€˜professionallyā€™ written if one person purchases it.

You seem to be denying that movie studios hire programmers to make customizationā€™s. What you call workarounds. So the working professionals need professionals to fix the usability issues and bugs they encounter.

Name a professional that works with zero add-ons, plugins etc in whatever 3D software they use.

Then extrude them so they are closedā€¦ Simple.

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If itā€™s constructive itā€™s worth listening, but not always useful. A child might have ideas about how to solve worldā€™s issue, and itā€™s charming but itā€™s not useful !

If thatā€™s really the case you should be able to find other solutions to your problems.
Every software especially in 3D is bugged and limited because of their complexity. Itā€™s part of the job to find your way to the result you want. If itā€™s impossible, itā€™s either that you are using the wrong software , or you are not using them the way itā€™s intended.

Again, complaining about what Blender canā€™t do, is just a waste of energy for everyone. You gave a great deal of ā€œfeedbackā€ on various posts, did that lead to improvements in blender ? Did any developers contacted you ?

Submitting bugs or feature requests takes a lot of time but itā€™s our responsibility as blender users. You probably donā€™t pay for it, the least you can do is to make a report once in a while, thatā€™s how things get eventually fixed. Itā€™s hard to find time for that in a working day, I agree but submitting a few bugs here and there do make a difference, we are blenderā€™s beta testers.

Iā€™m having a hard time to understand what makes you stick to blender. If you donā€™t have the money to buy another software accept that itā€™s not the perfect tool for you and try to find your way around, like we all do.
But if you are a professional, meaning this is tied to a business you might consider how much money you loose each mounts by using the wrong tool. Since the time wasted delay the release of your project and therefore impact quality.

Iā€™m part of the ā€œprofessionals of the industry that find blender attractive for some use-cases and use it,ā€ and it seems pretty solid for what Iā€™m doing with it. Itā€™s never perfect either but Iā€™ve done countless projects with it, clients are happy and stuff is delivered on schedule. Thatā€™s why itā€™s really difficult for me to believe itā€™s that inefficient for your use case.

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On the one hand, I donā€™t really want to keep complaining about the software, especially in irrelevant threads, no matter how many hours I might have wasted instead of the expected 1-5 minutes or so, or the fact I even got gluten intolerance many years ago due to the continuous, excessive stress from struggling to implement a project in Blender for 45 days non-stop, with little sleep, frustration to the maximum, battling all-day long with an insane number of bugs and shortcomings to meet a deadline
(stress is considered one of the possible causes to become gluten intollerant according to studies, and prospects were people that had serious car accidents as mentioned in such studiesā€¦)

ā€¦which is why Iā€™ll stop whining (ā€œhurray!ā€).
Thatā€™s not a threat, itā€™s a promise! :smile:

On the other hand, turning a few words to a long, extensive, off-topic discussion takes at least two, and those few words of frustration had every time the amazing power to leverage the response of a whole crowd more or lessā€¦

Also, I donā€™t have the time to properly respond back. You specifically, have made a lot of incredible reasoning mistakes especially on the other threads, obviously due to lacking a deeper knowledge about things like software.
I had almost fully written demolishing responses, but I didnā€™t post them, as I had to choose between working, and trying to tutor or mentor people fanatic with Blenderā€¦
I understand the love with Blender, I also love tools that have helped me, even more feed me, including Blender, but that doesnā€™t affect my judgment. The curse, is to know how something could be made better, which inevitably leads to frustrationā€¦

I also had the idea to draw a few specific images to explain exactly my view with very few words, and resolve all misunderstandings at once - no time for that either.

So this post will be my last response here, and about complaining in general, but Iā€™ll open a new thread to make a proposition about how Blender can follow a revolutionary evolution path that can turn it to the highest quality, and most competitive 3D software in the industry.
See the link at the end of this post.

Iā€™m talking about quality criteria, youā€™re talking about marketability criteria.

Intuitive, flexible, and efficient.
Everything else is implied from these 3 criteria:

if itā€™s intuitive, it will have a logical interface structure, and a consistent methodology, so it will be easy and quick to learn, and use.
(An artist wonā€™t have to spend many years to fully adapt to the flaws of the software. It wonā€™t even require to RTFM, or ask a human for help - the only way to resolve issues today).

if itā€™s flexible, it will adapt to the userā€™s needs, but it wonā€™t require low-level manual guidance, because it will be efficient.

also, if itā€™s efficient and flexible, it wonā€™t suffer from a ton of bugs and other unjustified limitations. Working with the software will be straighforward, and problem-free.

Iā€™m not denying any of this. Quite the contrary, Iā€™m saying that this shouldnā€™t happen at all.
In fact, you just verified my point that most software including ā€œprofessionalā€ sucks big time, and there are no excuses about that.
Itā€™s a disease of our primitive and decadent era, that needs to be cured.
We shouldnā€™t adapt to this, we should fix it.

And there is only ONE way:

This is not just arrogant, but hilariously wrong. If you took just a few minutes to learn more about sozap, you would be begging them to teach and mentor you everything they know

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If I understood correctly, instead of booleans, I would just have knife project an array of segments, then selected the projected edges, V to split, then in object mode, separate by loose parts.
Few seconds, all in Blender vanillaā€¦

Just to sayā€¦