Hi, I’m modeling something where I need to use boolean modifier to create windows and doors to my model. It works nicely, but now when I created some details to my object in edit mode, it seems that they also works as boolean if they are touching the certain part of my object. If I move them little, they seem to work nicely. I’m not sure if this is a bug, or something else?
Please? Anyone never had the similar situation and knows the solution? This makes my model unusable, because random objects makes random holes to the mesh. :S
Hey Buddy !
I think it comes from the fact that you have Ambient Occlusion on in viewport settings. Try changing this to off, and tell us if it worked ^^
EDIT #01: I say this because it looks like an AO effect…
Hey !
So… Another option could be that you need to re-calculate your normal. Or, it’s still the AO, but because you have some undesired vertices (undeleted for exemple).
It’s not a normal or AO problem, i had observed this on some of my models, it’s the boolean modifier that can unfortunately fail when there are part of the boolean-affected meshes going inside of other meshes part, like this :
Seems like it’s puzzling the boolean code, as if i move the vertices them so they don’t get inside part of the mesh, it works without obvious problem:
2 possible solutions :
the easy one is to select what is going wrong for the booleans :
Press P -> Selection to separate them into their own objects, remove the booleans modifiers affecting that new object (as it serves no purpose for them) and they will never go affected
the one with some more work :
make it so those meshes aren’t going through each other anymore (some snap to face probably could make it faster and amore accurate).
Thanks for clear explanation. I fixed this by separating objects from the main mesh and then removing the boolean from them. Then I applied the boolean to the main mesh and joined objects back together.