I'm trying to apply boolean cut to a plane which turned into a cylinder with simple deform modifier and than turn that cylinder into a plane again (something like this which i saw in a Numberphile video). First i create a plane, give it enough loop cuts than add simple deform, add rotated cube for boolean operation but when i apply boolean modifier, mesh looks like this.I don't want to apply simple deform modifier because i'll animate cylinder to plane transition. What i am doing wrong? Why does applying boolean modifier messes up geometry?
Once you set up your plane with a modifier, and add a cube, go to physics tab and dynamic paint for both:
- the cube - brush, paint color black
- the plane - canvas, Image Sequence format, increase resolution (it's just one frame so I increased it to 2048), frame end the same as frame start (again, just one frame), initial color white, set output to a place where you can easily navigate later and bake.
Now select the plane, in Material Properties > Settings change Blend Mode to Alpha Hashed or Alpha Clip. Modify the nodes of the material by adding an Image Texture node and loading the baked canvas. Connect its Color output to the Principled BSDF's Alpha input.
Now animate the modifier:
You can use a single object, by animating the alpha in the material.
As for your question:
Why does applying boolean modifier messes up geometry?
Because you apply it before the Simple Deform modifier, so you apply it on the flat plane.
..Late to this, but an option would be to create a plane, with a sinusoidal top edge:
- Enable the shipped Add-On: 'Add Mesh: Extra Objects', if it isn't enabled already
- Create a Z math-function surface,
sin(pi * (x - 0.5))as shown..
- Nick the middle edge from it, and extrude down in Z..
- Scale the bottom edge to 0 in Z
Now you can give it the Simple Deform > Bend as before.
You can scale the curve in Z, or the whole plane in either direction in Edit Mode, while looking at the deformed result. Its top edge will still be a sine wave..