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Original subtitles

hi everyone let me show you how to

create crosssection of object here you

can see many examples mainly spheres

here you can see we have a core which is

shown in silver color so you have a nano

particle or a nano vesicle something

which has multiple cores how do you show

different layers by showcasing the

cross-section of the particle let's

learn that we use a modifier in blender

known as Boolean modifier here you can

see examples here this block has a

sperical cross-section and here you can

see different types of crosssection

people are making so let's learn about

Boolean modifier here you can see a nice

example so if you search for fear here

you can see there is a small opening

there and yeah coming back to this

example let's learn how to do it and

here you can see several other examples

as well let me open blender I will

delete everything here I'll add a sphere

shift a shortcut for adding new object

mesh UV sphere I'll zoom in using scroll

wheel now you can see we have spere I

want to show the C section I'll add a

cube shift a mesh Cube I'll move the

cube to one side what we are going to do

let's show crosssection of the sphere by

deleting one quadrant what I mean by

that let's switch to wireframe mode like

this I'll go to top view and move this

Cube like this and move to the right now

you can see the cube is in one quadrant

of the sphere I'll move this slightly

upside like that now let's delete

portion from the sphere where we have

this Cube that's the idea of Boolean

modifier so go to modifier settings

click on ADD modifier and go to generate

and there you can find Boolean click on

that and in boan modifier you have three

different options we will start with

difference so now this sphere has boan

modifier applied on that and it is

asking for an object using which it can

do a difference operation so that can

delete portion of the fear on which we

have applied the Boolean modifier using

the selected object let me show you that

select this ey dropper tool and simply

select this Cube now you don't see

anything but if you go to wireframe mode

you can see the difference this is after

adding boan modifier you can see this

part of the sphere has been deleted and

if I simply hide you can see it is

coming back so that's the idea of

Boolean modifier now I'll click apply by

clicking on this drop down menu which is

important then only we will be able to

apply that modifier click on that now

the modifier has disappeared make sure

that you have made all the difference

then only apply the modifier because it

is irreversible you will not get all the

settings back and now you can select

this and move it outside now look at

that we have deleted one part of the

sphere like this and I will add one more

sphere shift a mesh UV sphere and I will

scale it down press

s like that now you have a core and a

shell this is our shell this is our

core so this is annotate tool using

which you can draw inside now assume

that you have multiple shells right how

to do that so we can apply Boolean

modifier on this sphere as well go to

add modifier generate

Boolean and again select this Cube and

move this

Cube to previous location like this and

go to wireframe mode to make sure that

it is placed nicely and then select the

sphere on which we have applied The Bu

modifier and click

apply and I'll go back to Sol mode and

this side now look at that and I will

add some colors go to material preview

mode go to sphere click on new change

the base color to maybe blue select the

second sphere add a new material change

the color to different color and you can

see some kind of blue shading happening

here that is because both planes are

overlapping in this case so I'll simply

make a minor move like this so that we

can distinguish both now add one more

sphere shift a

mesh UV sphere scale it

down and you can add a new

color see this is how you do it you can

apply this for any objects let's try

this for a cylinder shift a

mesh

cylinder I will move this

here and I will use

again the cube go to our frame mode go

to top

view that looks

okay and select the cylinder assume that

you know you have some Nano Road kind of

object which has multiple layers inside

this is how you do it you can increase

the scale of the cylinder s z like this

I will move it here again go to

modifies add

Boolean Cube and click

apply now you can see the crosssection

so use this method for a any object or

any material that you have to show

multiple layers within them and we use

the same approach for showing different

layers of you know Earth cores and so on

you can see several examples now let's

learn about the next option within

Boolean modifier so here we have

cylinder right so I'll simply duplicate

shift d r y 180 so that we can rotate it

I will scale it down like this and I

will scale it up along Z axis s z and I

will duplicate the material and I change

the

color okay so one tip that I would like

to give you in between you can see these

subdivisions on the sphere right how to

avoid that when you add the sphere or

any object you need to add more

subdivisions shift a mesh UV sphere and

you will find this option here expand

that here you need to increase number of

segments don't increase it a lot because

it will take up a lot of memory blender

can even crash so choose 100 as an

optimal levels of subdivision and here

you can see we have subdivided the

sphere vertically and increase number of

rings as well like this you can see now

we have increased levels of subdivisions

horizonally as well now we don't see

those subdivisions very clearly like

that that's you do it you can do so for

cylinders as well now this looks

fine the thing is there is an option to

make objects look Smooth by right

clicking and click on shade smooth now

this looks okay but because uh we have

this Boolean modifier applied it doesn't

look right at the edges but there is one

way to fix it for regular spheres right

click and shade moo that is completely

fine and it looks

smooth and if you want to go through

this approach simply add a bbel modifier

and we can make the edges more smooth go

to generate bevel now you can see the

edge is smooth increase number of

segments yeah that's how you do it there

are two ways okay I prefer second method

all right now on this sphere let me add

Boolean

modifier again now let's learn about

Union Union is nothing but if you want

to you know combine two objects and make

them into one mesh you use Union option

in Boolean modifier it is not similar to

joining two objects joining two objects

simply means you are you know just

grouping them into one and both of the

object will still be distinct you can

unjoin them at any point in time but and

we are using un option in Boolean

modifier we are basically creating a new

mesh out of those two uh let me show you

that so if I go to wireframe mode this

is how a sphere look like I want to

create a liquid molecule assume that I

need two tails right shift a mesh

cylinder and I will move the cylinder

here scale it down like this press s s

is the shortcut s Z scale it up along Z

axis scale it down r y 990

and you can keep it

here and I will duplicate this shift d

is the shortcut for duplicating an

object okay now we have two

tails you have mainly two options you

can either select all of

them and press contrl J to join them but

if you go to wireframe you can see all

three are distinct objects but I'll go

back control Z I will select this

object and I will use Union and I will

choose this cylinder let's go to

wireframe mode and do that now you can

see we have an extension from the sphere

out where we have you know this cylinder

so click

apply and go back to solute PR mode and

I will move this out for now now move

this cylinder out now you can see

basically it com it got combined with

that cylinder and it became a new object

right it is a single object that's the

idea of Union option in bullet modifier

where you are you know creating complex

objects by combining different objects

and making them a single object so I'll

go back control set and I will select

this and add tool in again use Union

select this cylinder and click

apply and move this here here now we can

delete this two and we can add an

material

here now that's how you

use Boolean modifier for join operation

now let me show you what is intersection

shift a mesh UV

sphere add a new sphere shift d

duplicate it now we can see we are

overlapping these two spheres how to

combine these two spheres right how to

get only the region where we have this

overlapping this

part to get this part we use

intersect select the sphere go to

modifiers and add Boolean modifier and

select the second sphere now you can see

something has happened there and I will

click apply

and select intersect now you can see

something has happened we got the region

where both spheres are

intersecting so click apply and you can

move this sphere

outside and you have this

intersection and if you do the same

operation for two spheres let me show

you that how that will happen shift d

duplicate and keep it

here and again add boo modifier choose

this

time and click

apply I'll delete that sphere now see

now we are getting this so to summarize

this is basically difference this is

intersection let me show you Union for

two spheres as well these are two

spheres add Boolean choose Union and

choose next sphere and click apply and

move this here delete this now I hope

you got the entire idea of using Boolean

modifier if you have any questions or

request let me

know so when you think of advanced

objects you know think about the

possibility of creating that from

Boolean modifiers so that you can save

time in modeling if I try to you know

model this through regular modeling

method it can be impossible or it can

take a lot of time but Boolean modifier

makes it very very easy uh know in it

cannot be applied for all the objects

but we have to think logically can we

apply bullant modifier quickly and get

whatever we want and to show holes for a

sphere assume that okay you have this

core shell right and what if we want to

add some holes on the outer shelf I will

use shift a mesh cylinder and I can

scale this down like this

and place it

appropriately r

y and keep it wherever you want like

that okay I'll duplicate it again r

x r

z you can go to wireframe mode to make

sure that it is placed well okay let's

try Boolean for this two objects select

the sphere outer shell and I will apply

the bevel modifier to avoid any issues I

will add now Boolean choose difference

and select this

cylinder and click apply and move this

cylinder out now look at that we have

created a hole there do that for this

cylinder as

well and apply move this C outside now

see we have a ho there basically we are

delete

one mesh from another using difference

operation in bu okay so if you want to

create holes for entire mesh it is

little different if you want to learn

how to do that you can find a separate

video in the description all right I

hope that you have learned about Boolean

modifier clearly let me know if you have

any specific request for making

tutorials I will be happy to create them

see you in the next toor

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