Boolean Operations on two Objects #76803
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Reference: blender/blender#76803
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System Information
Operating system: Windows-8.1-6.3.9600 64 Bits
Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36
Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash:
f6cb5f5449
Worked: (optional)
Short description of error
If you have two objects and use the boolean modifier on both objects, the operation breaks
Exact steps for others to reproduce the error
Create two meshes
Add the boolean modifier to both objects created
In the boolean menu -> select the object (and do the same thing with the boolean modifier on the other object)
Move one of the objects (sometimes it only happens with a specific one) -> (visual) artifacts apear (modeling breaks)
Added subscriber: @Skusch
Added subscriber: @Jewls
Have you tried with the latest blender build? https://builder.blender.org/download/ youre using 2.80 wich is not up-to-date.
Also can you provide a simple .blend file where to proplem occurs? cant reproduce it.
Changed status from 'Needs Triage' to: 'Needs User Info'
Added subscriber: @Alaska
What I believe you're describing is the kind of thing that occurs when you take on cube and give it a boolean modifier and select the other cube and change the operation mode of the boolean modifier to "Intersect". This will turn the cube into a mesh that's only where the two cubes intersect.
As for the issue you're describing with the glitching, that will need to be reviewed by a developer. I can see this report going two ways:
Thank you both for the quick response!
@Jewls :
Im currently using blender via steam which I don't think updates smaller builds and currently can't test the newer ones.
@Alaska :
Yes pretty much what you said is what I meant. This is however not just a problem with intersect but also difference (and maybe even union).
With my limit knowledge on the topic, it's probably something that would take a large bit of development effort. I wasen't aware that this is already a known issue (if I understand you correctly). Something like you mentioned (1.) would be really great though!
Cheers & Thanks!
If you need further information and a blend file to reproduce it I can obviously upload my 2.8 file.
Changed status from 'Needs User Info' to: 'Confirmed'
okay after messing a bit with the booleans im able to reproduce it.
Setting this to confirmed.
Like @Alaska said this needs developer attention
@howardt or @HooglyBoogly your thouhts on this?
Added subscriber: @HooglyBoogly
Added subscriber: @howardt
I agree it should be fixed, but seems low priority since why would anyone realistically want to do this in the first place?
never seen a usecase under such condissions
Removed subscriber: @Alaska
Changed status from 'Confirmed' to: 'Archived'
I'm not exactly sure what you mean by this, why not use one boolean modifier with the
Intersect
operation?Either way though, this situation is a dependency cycle, where each object depends on the other's geometry data and location:
We can't support dependency cycles like this, but there is a patch to display them in the UI when they are created, D4730. It needs some work before it can make in into master.
I wonder if the bug reporter is simply try to get the intersection of two objects, which is exactly what you get when you only have one object intersected by another (no need for doing it in the reverse direction. It can look like you are not getting the intersection because the intersection object remains there, unaffected, in the viewport. The intended workflow is to either delete the intersection object after making the intersection (if using the boolean tool), or to hide the intersecting object (hit the eyeball beside it in the outliner to make it non-visible).
Um well actually what I wanted to do might not be really what blender is primarely intended for but something I wanted to test. It would take a long time to elaborate what specifically I intended to do. But I was trying to use scripts to make a lot of objects and having multiple overlapping meshes make one larger one with boolean operations. However it would be a larger undertaking to keep track of where objects are and which intersect making a manual approach like you proposed Howardt unfeasable. And since I would have intended to let objects move around, just applying booleans wouldnt work either. Thanks for all the info on the topic though!
I understand the desire for a Boolean that intersects many meshes at once, and may end up making such a thing in my rewrite of Boolean that I am currently engaged in. Though it won't be the first priority to get working.
That would be great :)