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9 votes

How to make holes in Sphere with good retopology?

The base topology of this looks to me like a Geodesic Dome, or Bucky-Ball. This can be reached vis the shipped Add Mesh: Geodesic Domes add-on, or by taking the dual mesh of a base Icosphere. The dual ...
Robin Betts's user avatar
  • 77.3k
7 votes
Accepted

How to make a cube with cylindrical ends?

Make a cuboid in the dimensions you want the object to have, if you scaled it in Object Mode make sure afterwards you apply the scale with Ctrl+A > Apply > Scale. Tab into Edit Mode and select ...
Gordon Brinkmann's user avatar
6 votes

How can I "properly" merge two cylinders so I can bevel the connection between them?

Is it possible you don't need to 'merge 2 cylinders'?.. Can you can just Alt E extrude the second from the outer faces of the first, and bevel?
Robin Betts's user avatar
  • 77.3k
5 votes

Best approach to recreate following insets

You could begin with a plane and draw the same shape: Then give it an Array modifier (with a Count of 4) and a Simple Deform (Bend mode, 360°): Move the horizontal edges in order to reduce the top: ...
moonboots's user avatar
  • 160k
5 votes
Accepted

How to make a smooth transitioning hole in a cookie with glazing

Go tab into Edit Mode and add/position a cylinder to the spot you want to cut a hole in. Make sure it extends to the other side as well. Select the whole cylinder and press Ctrl+F > ...
Harry McKenzie's user avatar
5 votes

How can I "properly" merge two cylinders so I can bevel the connection between them?

I would have modeled this completely different right from the start. The easiest and quickest way would be the one by @RobinBetts but here is another one so that you get an idea what other tools exist ...
Gordon Brinkmann's user avatar
5 votes
Accepted

Problem with radial array trying to be cut out as a cube

It seems like Cast modifier in Cuboid mode will work for you. In the below example I moved the default cube in Edit mode so one of the sides ends on the world origin, then I moved the opposite side ...
Markus von Broady's user avatar
5 votes

How to use an svg to cut *many* holes into a flat plane?

If you import the SVG into blender it'd be a path/Curve. If you go to the curve tab on the right hand menus and set it to 2D, and Fill Mode 'Both' it should give you a flat object where the inside ...
Cornivius's user avatar
  • 1,104
5 votes

Wrinkles in shade auto smooth

The large face with cut-out holes is non-planar, which poses problems during rendering. To ensure planarity within your example, all encircled vertices must have the same Y position as the plane's ...
Harry McKenzie's user avatar
4 votes

merge and mesh confusion

It sounds like you're looking for Boolean Union, with that modifier then applied. I tried to recreate your image below. Here's the two objects without the modifier and without being joined. Using the ...
Zack's user avatar
  • 61
4 votes

The Boolean modifier is not working

In Blender 2.8, if boolean operations fail because of double geometry Removes Doubles is now found in the menu, Vertex > Merge Vertices > By distance.
Vinicivs's user avatar
  • 161
4 votes
Accepted

How to cut a curve

Curves have no boolean modifier, but you can redo it with few geometry nodes: Add a geometry node modifier and create a new node tree. Add an object info for the cutter object and link it in the ...
lemon's user avatar
  • 60.4k
4 votes
Accepted

Can't boolean with geometry node'd object?

You have to add a Realize Instances node after Instances on Points.
André Zmuda's user avatar
  • 2,364
4 votes

How can I remove jump lines created by boolean modifiers?

The answer linked in the commentary to your post is correct, faces cannot have holes within them, so each hole needs a minimum of two faces around it or put differently: a hole needs at least two ...
Gordon Brinkmann's user avatar
4 votes
Accepted

Mesh Looks pixelated with boolean modifier

Maybe use a low-poly topology and you won't have any pixelation: Modeling:
moonboots's user avatar
  • 160k
4 votes
Accepted

Wrinkles in shade auto smooth

Maybe use this topology instead: Begin with that hole: Bevel the corners: Join the vertices to get this topology: Dissolve the other edges:
moonboots's user avatar
  • 160k
3 votes

How to make a cube with cylindrical ends?

Add or use the default cube and scale on either $X$ or $Y$ axis as desired. Bevel the vertical edges with ⌃ Ctrl + B and C also to use clamp overlap option. Use the Merge by distance operator to ...
Timaroberts's user avatar
  • 12.4k
3 votes
Accepted

Animating the hole in a boolean object

If you add this geometry nodes modifier to your curve: you get this: Yes, the geometry nodes setup converts your curve to a mesh and uses then mesh boolean to do the boolean cut. But it is still a ...
Chris's user avatar
  • 61.3k
3 votes

Animating the hole in a boolean object

Edit: It looks like I misinterpreted your question as before your edit I thought that you were talking about a 3D curve... You can still use a curve: Create a cylinder (with no cap), give it an Array ...
moonboots's user avatar
  • 160k
3 votes

What's the most efficient way to get rid of this overlap? (Boolean didn't work)

This isn't really a job for a Boolean, if you can avoid it...it's modelling. One way would be to start with a couple of quads covering the region of interest: I inset, by the thickness of the sill, ...
Robin Betts's user avatar
  • 77.3k
3 votes

Fake god ray solution. How to perform a boolean operation and extend the affected area beyond the cut out object's geometry

If we're willing to pay a price in vertices, we don't need to use a boolean at all; we can simply ray project our mesh: The base mesh is selected, with modifiers disabled. I start with a solidify ...
Nathan's user avatar
  • 24.8k
3 votes

How can I use a boolean to substract a part of a bezier curve?

A node set up like this allows me to Boolean difference a curve. Be sure that your Bezier curve has no bevel in object data properties. Otherwise, the geometry input would be a mesh and the Curve to ...
Adam Swearingen's user avatar
3 votes
Accepted

How to create irregular shape on phone case?

you can bevel corners with the shortcut CTRL+Shift+B If you want a non-destructive workflow, you can add a bevel modifier with a high angle value. It should work in your case This is what I was able ...
Alex's user avatar
  • 2,643
3 votes

Boolean modifier isn't showing the entire shape of the cut in solid view mode or when I render it. Don't know what I'm doing wrong

Because you use just two joined cylinders as the boolean object (can be seen in your sixth screenshot). This is not a valid manifold. You either apply the cylinders separately with two Boolean ...
taiyo's user avatar
  • 3,384
3 votes

How to cut holes into cylinder top with Boolean

Select the cylinder and go into edit mode. Select all and press shift + N to recalculate normals. Select inside and go back into object mode. After applying the boolean modifier you should find that ...
Ryan Nyberg's user avatar
3 votes
Accepted

not smoothly connecting between two objecs using boolean union

You should better redo it: First in Edit mode select all and CtrlE > Un-Subdivide to simplify the topology (tweak the parameter in the Operator Box, you can even simplify more), select 8 faces: ...
moonboots's user avatar
  • 160k
3 votes
Accepted

blender api modifier_apply throwing "context is incorrect" error

bpy.ops.object.modifier_apply() work on an active object, use context.view_layer.objects.active = obj before ...
Karan's user avatar
  • 2,203
3 votes

blender api modifier_apply throwing "context is incorrect" error

You can use a context override so you don't have to mess with selection state : ...
Gorgious's user avatar
  • 31.2k
2 votes
Accepted

What's the most efficient way to get rid of this overlap? (Boolean didn't work)

I've managed to find my own way through this! Here's what worked for me: Create a cube, and duplicate it. Merge them together so that the main cube we want is left with a frame-like shape and use ...
stfrdr's user avatar
  • 21
2 votes
Accepted

Boolean difference not works! model object linked

Most probably you have flipped normals on the object you want to substract. In this example, both cylinder objects should be subtracted from the plane, but the left one isn't: If you enable Face ...
Gordon Brinkmann's user avatar

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