Boolean

Combine shapes by union, intersection, subtraction, or divide. With only one 3D geometry connected, clips or bisects it against a plane.

What it does

Boolean combines two shapes with the CSG operations Union, Intersection, Subtraction, XOR, and Divide, which cuts all pieces apart at every intersection. It is polymorphic: flat shapes have their outlines merged, Distance Fields and Volumes have the underlying distance maths blended, and 3D geometry runs a solid mesh combine. Smoothness rounds the seam between shapes into a blended transition instead of a hard edge.

With Input B disconnected and Input A a 3D geometry, Boolean switches to plane clip mode: the mesh is sliced with an origin and normal you set, one side kept and the other discarded, with an option to cap the open cut with a fresh polygon.

When to use it

ParameterTypeDefaultWhat it does
input_aCollection—Base geometry (A). For Subtraction, this is the shape being cut. For plane clip, this is the geometry to clip.
input_bCollection—Operation geometry (B). For Subtraction, this shape is removed from A. Leave disconnected for plane clip mode.
operationString"Union"Boolean operation: Union (combine), Intersection (overlap only), Subtraction (A minus B), XOR (exclude overlap), Divide (cut at all intersections), Clip (plane bisect, 3D only). One of: Union, Intersection, Subtraction, XOR, Divide, Clip.
strategyString"Auto"Auto: BSP CSG for geometry, kernel for volumes. Voxel: voxelize both inputs and use volume boolean (handles non-manifold inputs, produces clean topology). One of: Auto, Voxel.
voxel_resolutionNumber64Voxel grid resolution per axis (higher = more detail, slower)
smoothnessNumber0Smooth blend radius (world units). 0 = sharp boolean. Creates organic, rounded transitions between shapes.
toleranceNumber0.500Bezier curve flattening tolerance. Smaller = more precise but slower.
clip_origin_xNumber0Clip plane origin X coordinate (3D geometry plane clip mode)
clip_origin_yNumber0Clip plane origin Y coordinate (3D geometry plane clip mode)
clip_origin_zNumber0Clip plane origin Z coordinate (3D geometry plane clip mode)
clip_axisString"Y"Clip plane normal direction. Custom uses the normal XYZ values below. One of: X, Y, Z, Custom.
clip_normal_xNumber0Custom clip plane normal X component
clip_normal_yNumber1Custom clip plane normal Y component
clip_normal_zNumber0Custom clip plane normal Z component
fill_capBooleantrueFill the cut face with a cap polygon (plane clip mode only)

Gotchas

Divide and Clip are exact-only. Smoothness has no effect on them at any value, and rounds Union, Intersection, and Subtraction only.

A solid mesh boolean that looks broken or produces holes usually means the source mesh is not watertight. Strategy set to Voxel converts both inputs to a Volume first, which tolerates messy or non-manifold geometry at the cost of some resolution-dependent detail.

Plane clip mode appears only when Input B is disconnected and Input A is a 3D geometry. Wiring anything into Input B switches the node back to a two-shape boolean and silently drops the clip plane controls.

Worked example

  1. Add a Boolean node. Wire two shapes (or two geometries) into Input A and Input B.

  2. Set Operation to Subtraction to cut B out of A, or try Union, Intersection, XOR, or Divide.

  3. Raise Smoothness for a rounded, blended seam between the two forms.

  4. For solid meshes, if the result looks broken, set Strategy to Voxel and raise Grid Resolution for more detail.

  5. To bisect a single 3D geometry instead, disconnect Input B, choose a Clip Axis (or Custom with a normal), and adjust the clip plane origin.

See also

Merge · Edit · Geometry (meshes)