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Boolean Modifier

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Viewing 15 posts - 1 through 15 (of 51 total)
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  • #18483
    GLiFTeK
    Customer

    I have an object that uses a Cube to reveal itself as the cube moves downward using a Boolean modifier with the Operation set to Difference.
    I haven’t been able to get it to perform in Verge, and am assuming these modifiers aren’t supported, and must be applied permanently.
    just double checking if there’s a work around if this is the situation
    ….. baking the object’s reveal frames maybe?

    #18493

    Yes, they not supported. You can use shapekeys if it fit your pipeline. Otherwise you need to have to objects with cut and without and hide/show them.

    Co-founder and lead graphics specialist at Soft8Soft.

    #18497
    rhenriques
    Customer

    Hi Mikhail

    Yuri, in this thread “https://www.soft8soft.com/topic/cutting-planes/” showed something that I would like to see implemented in Verge3D and could be used both for some of my projects and, probably, would serve to GlifTek too.

    https://cdn.soft8soft.com/demo/examples/index.html?q=clip#webgl_clipping

    https://cdn.soft8soft.com/demo/examples/index.html?q=clip#webgl_clipping_advanced

    Best Regards

    #18498

    This thing not the same as boolean. When boolean cuts an object it fills the place where he cut with mesh, so you get solid object and thus thing that Yuri showed just cut object visually and do not fill the cut place, so you will see an opposite side if poligons.

    Co-founder and lead graphics specialist at Soft8Soft.

    #18502
    rhenriques
    Customer

    Yes, it’s not the same thing but, at least for me, it’s enough.
    I do not need to show new geometries after a true boolean operation but only cut-out planes of objects, such as in the examples provided. If boolean objects will ever be possible, just perfect!
    Best Regards

    #19292
    D3Pixel
    Customer

    This thing not the same as boolean. When boolean cuts an object it fills the place where he cut with mesh, so you get solid object and thus thing that Yuri showed just cut object visually and do not fill the cut place, so you will see an opposite side if poligons.

    Maybe this will help you guys implement controllable clipping planes. Would be immensely useful for engineering Web3D where cuts across many objects could be animated. The ultimate clipping I have used so far is VRay Clipping Planes. Very powerful as a shader effect.

    Anyway, check it out:

    Here it is:
    http://daign.github.io/clipping-with-caps/
    https://github.com/shrekshao/clipping-with-caps/tree/3d-texture-webgl-2

    3D Animation and Web3D services - www.d3pixel.co.uk

    #19300
    GLiFTeK
    Customer

    that’s very interesting.
    glad to see this brought up again, as i’ll be needing to use the effect soon for cut-aways of engineering designs.
    i personally found a shortcut hack..
    where i used an animated alpha gradient for the fac on the mix of a shader and a transparent node.
    worked wonders having the object’s visibility grow
    and i guess i could do this in 3 axis simultaneous to get a “half” but that would be a hell of alot of materials animations to do as opposed to one fell swoop with what you’re talking about as a solution.
    i’ll check it out!

    #19302
    GLiFTeK
    Customer

    wow! those examples are phenomenal.
    exactly what i’m talking about.

    #19321
    D3Pixel
    Customer

    Yeah.

    I do a lot of ray traced rendering for CAD company’s and they always want to show whats going on inside a model. For higher quality stuff I use VRay Clipper as it can use the mesh material as its cap material with a planar map and supports animation but it would be crash prone sometimes.

    VRay Clipper shader effect:

    Blender Cycles/Eevee does not have this yet although I have been asking for it for years.

    The three.js webgl example I posted earlier was one of the best examples I found. There are others I have bookmarked too like these Unity ones:

    Discussion on it
    https://forum.unity.com/threads/simple-cross-section-shader.34508/

    Result from that discussion (i think)
    https://github.com/Dandarawy/Unity3DCrossSectionShader

    Video if it:

    Note these are all shader effects, not Boolean cuts. The three.js example I posted earlier should be useable by Verge3D but it might need a mod to the blender addon to designate a planar object as a Verge3D “Clipper” for it to be used.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #19322
    D3Pixel
    Customer

    One other thing to note when using these clipping shader effects is that if the mesh is not a solid object (as in no split edges etc) then it can cause errors. So a lot of effort needed to go into the CAD imports making sure everything was welded. This took a lot of time and sometimes I just remodeled imports parts to get a water tight mesh.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #19326

    Hi,

    This clipping thing looks very interesting. Thank you for sharing those Three.js-based examples. I think we should have such an amazing feature in Verge3D Puzzles. :good:

    Chief 3D Verger | LinkedIn | Twitter

    #19328
    D3Pixel
    Customer

    Glad to hear you are interested in this area Yuri! Having a blast with Verge3D at the moment trying to get my website ready. Clipping planes have always been a request from my clients so to have that in Web3D would be quite amazing. :good:

    3D Animation and Web3D services - www.d3pixel.co.uk

    #19334
    D3Pixel
    Customer

    If you are thinking of adding this, may I suggest some puzzle features that I use from the VRay clipper:

    1. Objects to be clipped [object name / list]
    So we can either clip everything or only designated objects

    2. Cap material [material name] or [use object material]
    A material that is used for the clipped faces. Can include a texture that is planar projection mapped. Or use the material of the object being clipped.

    3. Clipper object [object name / list] [use bounds]
    The object(s) that are used for clipping. I assume fast clipping would use an infinite planar object in X/Y. If [use bounds] is checked then assume the user wants to use a custom mesh as the clipping object. e.g. a edited mesh / a sphere etc and so it should not clip infinitely in X/Y.

    Animation on clippers or objects should be respected.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #19339
    rhenriques
    Customer

    I’m desperate for such a feature. I need cutting planes, even if they are as simple as the ones Yuri showed me and I reposted above.
    D3Pixel’s suggestions seem very good to me.
    Best Regards

    #19342

    @D3Pixel thanks for the suggestion! It looks good to me.

    @rhenriques
    hopefully we’ll make it in the near future!

    Chief 3D Verger | LinkedIn | Twitter

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