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

ParameterTypeDefault
input_aOneOf([Collection])
input_bOneOf([Collection])
operationString"Union"
strategyString"Auto"
voxel_resolutionNumber64
smoothnessNumber0
toleranceNumber0.500
clip_origin_xNumber0
clip_origin_yNumber0
clip_origin_zNumber0
clip_axisString"Y"
clip_normal_xNumber0
clip_normal_yNumber1
clip_normal_zNumber0
fill_capBooleantrue

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)