One way.. (I'm always using this for mirroring)
Alt-LMB select edge loop
V rip, with your cursor on the waste side of the loop.
Hover, and L select connected under cursor
X delete faces.
.. which can speed stuff up, sometimes: you can do it from any view.
In your last image, the infinitely thin areas created around the edge are called non-manifold. Blender now has a tool called Extrude Manifold which will automatically fix this issue.
To use this tool, press ⎇ AltE for the extrude menu and select it.
Upon dragging your cursor down, you will see the satisfying result:
Will throw the bisect operator into the ring.
For the top or bottom halve of the default cylinder could bisect using local origin (or any point with z = 0) and normal aligned with z axis.
The clear inner / outer remove geometry below / above the plane defined by point and normal. Both will leave only the cut.
Fill, fills the cut.
The threshold ...
You need to check the option to include hidden vertices in your selection:
(Also called "X Ray"-Mode)
The Hotkey is Alt+Z.
From your second screen it seems like wrong order of modifiers ... Solidify-Wave-Subdiv ... the order on the third one is correct (Subdiv-Wave-Solidify).
Are you sure both objects use this order?
Few Loop Cuts Ctrl+R
Another way ... use the Wave modifier only for Plane and for Strip object add Surface Deform modifier with Plane as target. ...
You could set up a grid, instance your cubes on its vertices, and then deform the grid using a Hook modifier...
.. here, to an Empty. (Assignment of hooked vertices has to be done in Edit mode.)
This lets you keyframe the position of the hook, and the radius and strength of its influence. Much like Proportional Editing.
Here, one of the faces has ...
First thing you can simplify your topology with a X > Limited Dissolve and tweak the angle parameter in the Operator box. As for your question, you can use the Knife Project tool. The process has changed a bit since the latest versions:
Create a grid (subdivided plane), delete the faces to keep the edges only (X > Only Faces), put it above your object:
Tab into edit mode
Enable the 'magnet icon' which is the snapping tool.This is used to snap an edge,vertex,face,volume etc.
Next, enable the other icon which has 'two dots in the corner and a line connecting it'.This is the 'Auto merge' option.It is very useful and it automatically merges overlapping faces vertices or edges. But Auto merge doesn't remove ...
In wireframe mode you can select easily all the edges what you want to cut at once.
To create the new loop on them select Edge>>Subdivide.
Now you can adjust the number of cuts on the bottom-left.
If you want to move them, select a loop and double hit "G".
To create more loops after the move, select a loop and choose
Set the view to Front Orthographic (Numpad 1)
Set the viewport shading mode to Wireframe (Z4)
Press Tab to switch into Edit Mode
Enable Vertex Selection
Select one half of the sphere
Remove the selected vertices by pressing X and choose Vertices from the menu
Well, it's a quite simple tool, the advantages and disadvantages are quite simple as well: it joins meshes. But you started your question with cleaning up meshes etc., Ctrl+J has nothing to do with cleaning up in a sense of making any geometry better or less messy. It's just that you have now one object in Object Mode where before were two or more. In Edit ...
You can give the object a Displace modifier. along Normals, and animate the strength:
This can be modulated by aiming it at a vertex-group, to vary the inflation along the vessels, or combined with a Solidify.. there are various possible elaborations.
Here, a Corrective Smooth has been added at the bottom of the stack, to iron out intersections.
You may ...
You can try Select > Select All by Trait > Non Manifold and fill the hole, or select all, then Mesh > Clean Up > Fill Holes (and increase the Sides value in the Operator box). If it doesn't work you can boolean these parts with another object.
You can try Displace modifier and offset by texture or vertex group using thickness data ... not perfect - since the way I know is calculated from face normal ray lenght. You can imagine like a distance from face to another face in direction of face orientation. In your case it will generate some "glitches" in branches conections.
You can inspect ...
Make a cube and subdivide with 3 cuts.
Delete all top and bottom vertices to make your hollow square for the base shape.
Add some more loops at the edges to support subdivision later. (New loops highlighted)
Now, for each side, delete the center vert and Scale the surrounding 4 corner verts closer to the center with S until you get something close to an ...
For many special characters that can't normally be typed on your keyboard, it is much easier to just copy/ paste from some word processing app like Libre Writer and paste to blender.
In Windows, the ™ character is entered with ⌥ Alt + 0153
You can simply copy paste from Libre (or some other app) into Blender text object, change the font to something other ...
The geometry is too tight and the bevel overlaps.
Making the ridge manually might be easier.
Add a line where you need the ridge to be
Move it up
Start by adding inner edges in your mesh Vertex > New Face (F).
Use triangles if needed.
Then select the inner edges and subdivide.
More complex cases may need manual correction.
The Transform Orientations on the left are for the currently active tool only, it is saved independently for each tool gizmo in the toolbar like Move, Rotate, Scale or others.
The Transform Orientations on the center of the 3D View header are the global ones for the scene, used whenever invoking transform operators directly from hotkeys, rather than using ...
Poke the face.
Given ngon face example in question, can poke the face, then move the radial fan center to the desired perimeter vert.
Snap the 3D cursor to the vertex.
Face mode, poke the face.
Vert mode: snap the poke face center to the 3d cursor
Select all, and remove doubles (M by distance) to clean up the zero length edges.
We have a circular cross section here. The area is proportional to the square of the radius, so the radius is proportional to the square root of the area. If the area increases from 1 area to 3.4 areas (a 240% increase), then the radius should increase from 1 radius to 3.4^0.5, or about to 1.84 radii.
Note that it doesn't actually matter that the cross ...
Axis and Gizmo Colors
The Loop Cut tool's preview lines are considered a gizmo internally.
To find the theme color for this one, go to User Preferences → Themes → User Interface → Axis and Gizmo Colors → Gizmo Primary.
From what I can glean from here, Blender's representation of a polygonal mesh does not currently permit faces to have holes.
The rule appears to be that a face must be bounded by a single loop of vertices, with no vertex visited more than once, so..
.. a hole can be bounded by two faces, as on the left, but not by one, as on the right. That would mean ...