Modificador Booleana

El modificador Booleana permitirá combinar mallas usando una operación Booleana.

../../../_images/modeling_modifiers_generate_booleans_union-intersect-difference-examples.png

Aplicación del modificador a una esfera para crear una Intersección, Unión y Diferencia con un cubo. El cubo se encuentra oculto para facilitar la visualización.

Advertencia

Only Manifold meshes are guaranteed to give proper results. Non-manifold ones (especially meshes with holes) will usually work well, but might give odd glitches and artifacts. However, the Manifold Solver will not work at all on non-manifold meshes.

Truco

If you have marked your objects to show the edges (in Properties ‣ Object ‣ Viewport Display, enable Wireframe), you will see the edge creation process while you are moving your objects around. You can also enable X-Ray to see inside the objects.

Ver también

Intersectar (Booleana) for performing one-off Boolean operations inside a mesh in Edit Mode.

Opciones

../../../_images/modeling_modifiers_generate_booleans_panel.png

El modificador Booleana.

Operación
Intersección:

Sólo mantendrá el volumen interno de la malla modificada y todas las mallas del objeto de origen.

Unión:

Agregará las mallas del objeto de origen a la malla modificada, eliminando cualquier cara interna.

Diferencia:

Sustraerá las mallas del objeto de origen de la malla modificada.

Tipo de operando
Objeto:

El objeto de origen será un objeto de tipo malla individual.

Colección:

The source is a collection of any number of mesh objects. If the Solver is Float, the Intersect operation is not allowed.

Objeto

El objeto (de tipo malla) de origen.

Colección

The source collection. May be empty if Solver is Exact, in which case the modifier simply removes the modified mesh’s interior (self-intersecting) geometry.

Método de resolución

Algoritmo utilizado para calcular la operación booleana.

Decimal:

Uses a simple solver which offers good performance but lacks support for overlapping geometry.

Exacto:

Uses a complex solver which offers the best results and has full support for overlapping geometry, but is much slower.

Desplegable:

Uses a solver that is usually fastest but only works on Manifold meshes (plus the special case of Difference with a plane).

Opciones de cálculo

Materiales método Exacto

Method for setting materials on the new faces.

Basado en identificador:

Map the first material of the source mesh to the first material of the modified mesh, the second to the second, and so on. If a source face has a higher material index than the number of material slots on the modified mesh, the modified mesh’s first material is used.

Transferir:

Use the same materials as on the source mesh, adding new material slots to the modified mesh as necessary. For empty slots, fall back to using the same material index as the source mesh.

Intersección propia método Exacto

Correctly handle self-intersection in the participating meshes, at the cost of performance.

Tolerancia a huecos método Exacto

Optimizes the Boolean output for Non-manifold geometry at the cost of increased computational time. Because of the performance impact, this option should only be enabled when the Exact solver demonstrates errors with non-manifold geometry.

Overlap Threshold Float Solver

Maximum distance between two faces to consider them as overlapping. This helps solve the limitation of this solver. If the result is still not as expected, try using the Exact solver.