Powerful Alternatives to the Weld Modifier in Blender

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  • Опубліковано 15 жов 2024
  • Having recently looked at the Weld modifier I thought it would be good to look at a couple of alternative workflows to achieve the same or in some instances better results.
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КОМЕНТАРІ • 31

  • @keithmathews4605
    @keithmathews4605 2 місяці тому +3

    The fact that Emily, who made the comment about the first option, is clearly a nerd by way of her putting GURPS in her name... IS FREAKING AWESOME!!!!!

  • @9b8ll
    @9b8ll 2 місяці тому +1

    The geo nodes are a really good tip by Emily. I really need to cave in and make stuff with geo nodes. Meshmachine is the best investment I ever spent 🎉

    • @ArtisansofVaul
      @ArtisansofVaul  2 місяці тому

      @@9b8ll Agreed on both counts. Both are fantastic tools and really add a LOT to Blender.

  • @mind_of_a_darkhorse
    @mind_of_a_darkhorse 2 місяці тому +1

    It is nice to see two options available! I wonder how well ND handles this problem? Big thanks!

    • @ArtisansofVaul
      @ArtisansofVaul  2 місяці тому +1

      @mind_of_a_darkhorse Hmm... I'd be interested in ND does add something to help with this as well. Like adding the weld automatically to booleans (or have a single click to add it).

  • @emmamarx9284
    @emmamarx9284 2 місяці тому +1

    Awesome video!! Geometry nodes are so confusing to me for some reason, I’m trying to figure out how to get a subtle old concrete texture on my sidewalks I’m working on for 3D printing using the HERO mode in the One Click Damage plugin and i just can’t figure it out lol it always comes out extremely lumpy and weird 😅

    • @ArtisansofVaul
      @ArtisansofVaul  2 місяці тому +1

      @@emmamarx9284 I need to look I to the HERO tools from One Click Damage but just haven't had the time. I'll have to investigate.

  • @eitantal726
    @eitantal726 2 місяці тому +1

    fun fact: merge-by-distance is useful to make things look organic/naturally-looking. Take a UV sphere, do a merge-by-distance, then wireframe

  • @EmilySmirleGURPS
    @EmilySmirleGURPS 2 місяці тому +4

    Unfortunately I've never found a way to get it to merge *to* the nearest cylinder vertex. They're either generically part of blender picking what goes where (in the selection) or ignored (out of selection).
    I think you would have to do some heavyweight inspection of the geometry of the connected vertexes that aren't in the boolean border, and that's basically reprogramming MeshMACHIN3 the hard way.

    • @ArtisansofVaul
      @ArtisansofVaul  Місяць тому

      Yeah, I think this is about as close to doing it in an "automated" way. Which is a shame but its there if you need something quick and dirty.

  • @gustavoalvarez3335
    @gustavoalvarez3335 2 місяці тому +1

    Hola muchas gracias por todo lo que compartis para los que comenzamos a crear con este maravilloso programa nos hace feliz diseñar, queria consultarte si algun dia pordras mostrar como se hace para poner la interfas de colores cuando estas diseñando veo rojo, verde y turquesa. Eres Genial siempre disfruto de tus videos tutoriales. Saludos desde Argentina.

    • @ArtisansofVaul
      @ArtisansofVaul  День тому

      Thanks so much! Sorry for the long delay replying, I've just found a lot of comments UA-cam did not show me so I'm going through them to reply to them all.
      You should be able to find everything here: ua-cam.com/video/orqt8Fw7q8o/v-deo.html

    • @gustavoalvarez3335
      @gustavoalvarez3335 День тому

      @@ArtisansofVaul Hola de nuevo muchas gracias por responder me alegra saber que ves los mensajes cuando podes y estoy muy feliz por el video que me pásate lo pondré en práctica. Un gran Saludo AMIGO y todo lo mejor para usted.

  • @richardconway6425
    @richardconway6425 2 місяці тому

    There is a very simple solution to this kind of problem, and I'm quite surprised that no one in the comments mentioned this, although, it may be, in the context of this particular tutorial, considered cheating/bad faith etc.
    The tutorial shows how to mitigate the result of a tricky boolean, and, indeed, Mesh Machine is very good. I have it, and I've used it in exactly this way. So it's a good demonstration of what it can do, and the tutorial is fine when considered in that light.
    However, no experienced modeller would ever do this, in the way that is demonstrated. Nobody *should* do it, either. What I mean, is that no one in their right mind should boolean an icosphere with a cylinder. They are topologically incompatible, so a different method should be used.
    Whenever doing booleans, it is always advisable to match the geometry of the object to the cutter/union object, so that there is no issue with geometry at the interface.
    In this case, that means using a UV sphere, with the same number of segments (meridians) as the cylinder has faces, and making sure your cylinder is perfectly aligned with the polar axis of the sphere. That way, they can be made to fit together perfectly, with an all quad geometry. The only thing likely required is to remove overlapping vertices, as the boolean operation always creates additional vertices.
    It's ever so simple, and produces a perfect result, geometrically speaking. If you create both objects at the exact same location, blender even aligns the geometry of the objects, so they match perfectly - no rotation required.
    I am often a little puzzled when I see blender tutorials where the instructor is demonstrating a method to solve a problem, that you shouldn't have in the first place, if the problem was approached correctly. As I said, this might not strictly apply here, but still, I'm surprised that neither the author of this video, or anyone in the comments, pointed this out.

    • @ArtisansofVaul
      @ArtisansofVaul  2 місяці тому

      @richardconway6425 The issue is that for many projects you don't have the choice. For example even with a UV sphere it can only have a cylinder placed on the top or bottom "poles" to line up perfectly. What about if you need one cylinder coming off at 45 degrees as well? You can't match that up. No real reason to cover such a basic use case in a tutorial when it has already been covered in other examples (the video on the weld modifier not long ago mentions it).

    • @richardconway6425
      @richardconway6425 2 місяці тому +1

      @@ArtisansofVaul yes, you are quite right, what I described is a specific use case, for the reasons you described. I didn't mean to appear pedantic, or dismissive of your tutorial, it was a perfectly good demonstration of fixing awkward geometry, with a very good addon designed specifically to do things just like that.
      My thinking is really from the 'beginner perspective'. Many beginners might not be aware of some of the really simple solutions you can use to get great geometry. I remember as a beginner watching videos where they started with a 'cube sphere', and then spent ages messing around with the geometry, just to get the same result as a cylinder dropped onto the pole of a UV sphere. For a beginner, this is actually confusing.
      No criticism of your tutorial was meant, and thanks for responding.

    • @ArtisansofVaul
      @ArtisansofVaul  2 місяці тому +1

      @@richardconway6425 Don't worry, no criticism taken at all. And its a good point on tutorials often going into the complex issues, not the basic ones. 👍

  • @Blendermodeldeaf-ry5nz
    @Blendermodeldeaf-ry5nz 2 місяці тому +1

    There is miss (Intersecting Edges) on Geometry for Blender 4.2.0

  • @eitantal726
    @eitantal726 2 місяці тому

    It's a little hard to see, but you have somewhat of a notch where the welding area is. 5:17

    • @ArtisansofVaul
      @ArtisansofVaul  2 місяці тому

      @eitantal726 that's more just a shading issue than a real notch. There is a tiny amount of movement but it's a fraction of a mm.

    • @eitantal726
      @eitantal726 2 місяці тому

      @@ArtisansofVaul "merge" is the reason for the notch. Take a circle and merge some vertices. you'll end up with a circle of a slightly smaller radius. If you care to fix it, shrink-wrap on the original object will do the trick

    • @eitantal726
      @eitantal726 2 місяці тому

      @@ArtisansofVaul furthermore, while it may be a few mm, the control loop right above it is also a few mm, which gives it a 45 degree angle, hence the shading

  • @6TheBACH
    @6TheBACH 2 місяці тому

    Nah, pros use Ctrl+J and clean by hand. 😂

    • @ArtisansofVaul
      @ArtisansofVaul  2 місяці тому

      @@6TheBACH 😅 Then "pros" waste a lot of time when they don't need to. But that's their choice and for some uses that may be helpful but generally it's wasted time.