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Not really - this comes from the fact that our smoothing interpolates, so each input vertex is unmoved. However, a Boolean operation does intersections with flat triangles, which introduces error if you're wanting a smoothly-curved surface, and tends to create oscillations like you see. Generally I'd recommend doing your smoothing and refining to your required tolerance before any Boolean operations. I'd like to someday make a modifier on the Boolean to move the intersected verts to the smoothed surfaces to make this work better, but that'll be tricky in the general case. |
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Is there a way to avoid mesh weirdness like at the intersection of two joined boxes?
example: https://tinyurl.com/3utshuxr
Appreciate your help.
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