the_infinites writes:
Hey guys,
In this tutorial, i go over how we can use textures/maps for boolean operations. it's a pretty simple technique and also a non-destructive and procedural. If you're a beginner, then this might be extremely helpful to you.
I hope you have fun and learn something new today.
8 Comments
Very useful tip Onkar! Congratulations!
I used this tecnhique sometime ago using a polka texture to make the front part of a speaker.
It was very easy and simple and the result it's the same as using a boolean, without all the pain of manage 500 boolean holes.
I really like this an that other tutorial about architectural animation!
Happy to hear that it worked for you!
Wow fantastic! thank yo!
Anytime mate!
Just plug the texture into the alpha, done.
https://imgur.com/a/tHYAo4F
having an extra bsdf gives you more control over things.
The problem with this method is you can't get true depth (bridged edges between the inside and outside faces) by shelling the object since it's essentially just making polys on the inside faces transparent as well rather than procedurally editing the geometry. Works great for anything that you won't get up tight on but clean modeling is still necessary for anything that requires high fidelity.
True. I would say that this method will vary from project to project as it is a cheap and dirty way of achieving booleans. Of course, if you want access to your geo, then the actual boolean operation is your go-to.
This method might work, regarding what you're talking about, later on when we get into "everything nodes" version of blender. excited about that one.
anyway, thanks for checking out my video!