![]() It may be that in the case of a model to be used as an asset in a game, that it can be detrimental to remove all of the hidden elements, because doing so sometimes causes unnecessary excess geometry that slows render times, and game performance. ![]() This is one case where the boolean modifier would not be my first choice.Īnother factor that may influence the choice of modeling methods, and in this case how, and even whether, to eliminate or suppress hidden Blender elements is the intended use of the final model. This is because in some cases, the boolean operations can result in awkward geometry, for example, in the case of the cone primitive which you illustrate in the images included with the question. And while the boolean modifier that Ray outlines in his answer to this question is one choice, invaluable in some circumstances, but alas, not all. I have several reflections I'd like to share, though they may not exactly answer the question you asked. I downloaded your casa.blend file, and examined the model it contained. And if, in addition to the edge, you remove the two vertices which define it, you remove or hide four additional edges, and four faces, too. Consider the default cube: if you hide or remove an edge, you also hide the two faces of which it is a constituent element. I can think of similar tools, such as the one which locates non-manifold elements, but I don't think they will do what you want further, I think development of such a tool will be difficult because of the collateral effects. I am not aware of such a script, tool, or modifier. You'll also want to add some material properties to your mesh manually unless you already did so within Blender.Īcknowledgement: Thank Nathaniel Guy for sharing the workflow of loading models using Blender and suggesting 3D model websites.Is there a script, tool or a modifier that let me delete the internal faces-edges-vertices and let the shape of my main mesh remain, instead of separating each mesh from the main one and using boolean modifier many times? ray file and copy the mesh inside it into an actual scene (one with cameras and lights, of course).
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