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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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