Mode: Any mode
Panel: Modifiers (Editing context, F9)
- Modifiers have a true user-interface. It’s immediately obvious which object is being affected by the operation and which (other) object is the source.
- If you don’t like what you see, you can re-arrange the modifiers in the stack to change the order in which the modifiers are applied. Or you can remove or disable them, and so on…
- Like all modifiers, boolean modifiers can be selectively “switched on” and “switched off”.
In other words, modifiers (alone) offer non-destructive editing. When you use modifiers, you haven’t done anything irreversible to your model until (and unless) you choose to make the modifiers permanent by “applying” them.
- Place two objects overlapping each other.
- Select one of them
- Add a Boolean modifier to that object.
- Select the type of operation to be performed from the Boolean operation menu at the bottom of the panel. It defaults to "Intersect".
- Select the object to perform it against next to the operation menu.
This sub-panel appears in the Editing context panel group which is accessed using F9 or clicking button in the Buttons window. It is part of the Modifiers parent panel. For further information about the common panel components see the Interface section on modifiers.
The downside of using the direct boolean commands is that in order to change the intersection, or even apply a different operation, you need to remove the new object and redo the command. In contrast, one can use a Boolean modifier for great flexibility and non-destructive editing. As with all modifiers, the booleans can be enabled/disabled or even rearranged in the stack. In addition, you can move the operands and see the boolean operation applied interactively in real time!
If the objects’ meshes are too complex you may be waiting a while as the system catches up with all the mouse movements. Turning off display in the 3D View in the modifier panel can improve performance.
To get the final, “definitive” object from this modifier (like with the direct boolean tools) you need to “apply” the modifier using the modifier’s Apply button, and to see the result you need to move the remaining operand away or switch to local view / NumPad. Until you apply the modifier, the object’s mesh will not be modified. When you apply the boolean modifier you are notified that any mesh sticky information, animation keys and vertex information will be deleted.
There is an important difference between using boolean tools and applying a Boolean modifier: the first one creates a new object, whereas the second modifies its underlying object’s mesh. This means that when you apply a boolean modifier, you “lose” one of your operands! Make a duplicate (⇧ ShiftD) of the object bearing the modifier, if you want to keep an “original” version.
However, you may not want to apply your Boolean modifier: it is indeed a very nice tool to perform some animated effects/deformations, as it is re-evaluated for each frame. This allow you e.g. to have a sort of “force field” deforming around an object when this one penetrates it (see example below). Note that you can set objects to be invisible on render, which might be very useful with one of the operands of a boolean operation!
From Blender 2.49, Boolean modifiers need no more to be at the top of the modifiers stack. This was quite a heavy limitation, as it meant that you couldn’t use more than one Boolean modifier at a time on a same mesh, and that you could only work on “raw” mesh data (i.e. couldn’t use e.g. the result of a Subsurf modifier as a boolean operand – unless you applied it first, of course).
Now, you can place a Boolean modifier where you want in the stack. You can also have multiple Boolean modifiers on the same object. And last but not least, the “second operand” object (the one you enter the name in the Ob field of the modifier) will also be used “all-modifiers-applied” (e.g. you can use its subsurfed form).
All these new possibilities are great. But be careful: the boolean operations are still a complex process, which may take a very long time to complete on operands with many vertices. So take attention to all modifiers placed before the Boolean one, especially to Subsurf ones!
- This drop-down lists available boolean operation types (Intersect, Union or Difference).
- The name of the object to be used as the second operand to this modifier.
The cube and the sphere have been moved to reveal the newly created object (“
A”). Each face of the new object has the material properties of the corresponding surface that contributed to the new volume based on the Intersect operation.
The cube (“
A”) and the sphere (“
B”) have been moved to reveal the newly created object (“
U” is now a single mesh object and the faces of the new object have the material properties of the corresponding surface that contributed to the new volume based on the Union operation.
The Difference of two objects is (as the “standard” subtraction) not commutative in that the inactive object minus the active object (behavior of this operation) does not produce the same as active minus inactive. The active cube (“
A”) has been subtracted from an inactive sphere (“
B”), and both have been moved to reveal the newly created object (“
D” is now a single mesh object and the faces of the new object have the material properties of the corresponding surface that contributed to the new volume based on the Difference operation.
D’s volume is less than
B’s volume because it was decreased by subtracting part of the cube’s volume.
More complex examples with Boolean modifiers
(The process to model the complex object shown to the right) illustrates how to model quite a complex mesh object, using only three basic forms, and several modifiers. As usual, click on the picture to enlarge.
(A complex object modeled using multiple Boolean modifiers) is the result of this modeling process. You can download the demo blender file here.
Here is a video showing the new Blender 2.49 workflow:
(An animated boolean deformation) shows some key-frames of the boolean-deformation of a “force field” sphere penetrated by a sort of space swallow. It tries to demonstrate the possibilities of Boolean modifiers in animations.
(The schema of the effect) summarizes the key points of the boolean-deformation effect. There is one small trick here: one of the boolean operands (“
SpaceShip_ext”) is not rendered (the third toggle control, at the right of the Outliner window, in Outliner display), which allows us to keep the “
FField” surface a bit away from the real “
SpaceShip” (else, we would have a lot of artifacts!). “
SpaceShip_ext” is a linked-duplicate (AltD) of the “
SpaceShip” object, just slightly up-scaled and parented to the “original”.
You can download the blender file here.
And here is the complete video of this anim (Media:manual-modifiers_boolean_exvideo.avi):
The boolean operations rely heavily on the surface normals of each object and so it is very important that the normals are defined properly and consistently. This means each object’s normals should point outward. A good way to see the object’s normals is to turn on the visibility of normals using the Mesh Tool More panel (Buttons window, Editing context – F9) and clicking Draw normals. The normals are only visible while in Edit mode. (Visible normals) is an example of a cube with its normals visible.
In the case of open objects, that is objects with holes in the surface, the interior is defined mathematically by extending the boundary faces of the object to infinity. As such, you may find that you get unexpected results for these objects. A boolean operation never affects the original objects, the result is always a new object.
This is not true with the Boolean modifiers: when they are applied, they modify their owner object, and do not create a new one!
Some operations will require you to move the operands or switch to local view (/ NumPad) to see the results of the boolean operation.
Limitations & Workarounds
The number of polygons generated can be very large compared to the original meshes, especially when using complex concave objects. Furthermore, the polygons that are generated can be of poor quality, for example, very long and thin and sometimes very small. Try using the Decimate modifier (Editing context, F9) to fix this problem.
Sometimes the boolean operation can fail with a message saying “
An internal error occurred -- sorry”. If this occurs, try to move or rotate the objects just a very small amount and try again.
Deprecated Boolean Tools
Mode: Object mode (meshes only)
Panel: Modifiers (Editing context, F9)
Menu: Object » Boolean Operation...
Boolean operations are a method of combining or subtracting solid objects from each other to create a new form, a new object. Boolean operations in Blender only work on two Mesh type objects, preferably ones that are solid, or closed, with a well defined interior and exterior surface. If more than two mesh objects are selected only the active and previously selected object are used as operands. The boolean operations also take materials and UV-textures into account, producing objects with material indices or multi UV-mapped objects.
Using the Boolean menu (W in Object mode) presents the following options:
- Creates a new object whose surface encloses the volume common to both original objects.
- Creates a new object whose surface encloses the total volume of both original objects.
- The only operation in which the order of selection is important, the active object is subtracted from the selected object. That is, the resulting object surface encloses a volume which is the volume belonging to the selected and inactive object, but not to the active one.
- Add Intersect Modifier
- A shortcut that applies a Boolean modifier and selects Intersect in one step.
- Add Union Modifier
- A shortcut that applies a Boolean modifier and selects Union in one step.
- Add Difference Modifier
- Guess what? A shortcut that applies a Boolean modifier and selects Difference in one step.