The Weld modifier (and Merge by Distance node in Geometry Nodes) are a workhorse. Never the star of the project, but essential for making it work. Tip: If you use Geometry Nodes to Boolean instead of a modifier, the node outputs the edge loop in the new mesh that is the join-line (s) between the two meshes. Use that as the selection for the Merge By Distance node, and you can restrict it to just the new geometry from the Boolean, just like using a Vertex Group with the Weld modifier. That lets you be more aggressive with merge distance (just like the monkey example). I use that so much that I'm rarely using the actual Boolean Modifier any more.
You only mentioned it for a second, but the ND modifier is really a great one that I don't think gets enough love these days. I know it's been out for a while, but I still think it is worth having.
@@ArtisansofVaul Thank you for sharing! I have been getting pulled in a lot of different directions lately and have missed a lot of your vids. I'm gonna have to start binge watching again to catch up. haha Thanks again. I'll check it out.
This really does help with the nondestructive approach! To be fair, I really have not used the weld modifier much, but now I know how to use it! Big thanks for the explanation!
I was the same until about 3 months ago. Then I started playing with it and keep finding situations when it really helps out with the non-destructive workflow.
I wish I had known this one a while ago. I’ve been building gyroid like repetitive surfaces where I want to separate a number of faces so they can be edited and arrayed separately from the geometry they attach to, but then I want to have the ability to subdivide to get smooth surfaces across the boundaries. This modifier looks to be perfect for that use case.
PSA to my blender friends: 'Set-Origin to selected' is a tedious operation: Originally It's cursor to selected, then origin to cursor. There's a built-in addon called "pie menus". Enable it, and only enable the Ctrl+Alt+X. Then, using this shortcut, you can move the origin with ease.
That is fantastic! I only wish I would have known this last night, as I spent untold amounts of time setting the origin to the bottom of a whole slew of objects. Thank you so very much!
@@daggergblue While we're on the subject, Ever been in a situation where you rotate 90 degrees on Z, only to realize you need to go the other way? Instead of esc, then r-z-270, just type '-'. It'll interpret it as minus 90
Not sure if I'm gonna use this modifier, but at least I finally got into vertex groups after this. Now I know how to make different non-destructive bevels at the same time.
The Weld modifier (and Merge by Distance node in Geometry Nodes) are a workhorse. Never the star of the project, but essential for making it work.
Tip: If you use Geometry Nodes to Boolean instead of a modifier, the node outputs the edge loop in the new mesh that is the join-line (s) between the two meshes. Use that as the selection for the Merge By Distance node, and you can restrict it to just the new geometry from the Boolean, just like using a Vertex Group with the Weld modifier. That lets you be more aggressive with merge distance (just like the monkey example).
I use that so much that I'm rarely using the actual Boolean Modifier any more.
Thats a great tip. If you don't mind I'd like to make a video on that?
You only mentioned it for a second, but the ND modifier is really a great one that I don't think gets enough love these days. I know it's been out for a while, but I still think it is worth having.
@@mattspawn1975 Totally agree. I have a video showing off some of the things it can do here: ruclips.net/video/CvhMLIIr17E/видео.html
@@ArtisansofVaul Thank you for sharing! I have been getting pulled in a lot of different directions lately and have missed a lot of your vids. I'm gonna have to start binge watching again to catch up. haha Thanks again. I'll check it out.
@@mattspawn1975 😁👍🏻
This really does help with the nondestructive approach! To be fair, I really have not used the weld modifier much, but now I know how to use it! Big thanks for the explanation!
I was the same until about 3 months ago. Then I started playing with it and keep finding situations when it really helps out with the non-destructive workflow.
great video. I kept hearing "world modifier" :D
Haha. Too much accent on my part it appears.
@@ArtisansofVaul but now I understand that modifier more. :D
@@Some_Guy_Called_Raven 😁👍🏻
same here 😂😂
I wish I had known this one a while ago. I’ve been building gyroid like repetitive surfaces where I want to separate a number of faces so they can be edited and arrayed separately from the geometry they attach to, but then I want to have the ability to subdivide to get smooth surfaces across the boundaries. This modifier looks to be perfect for that use case.
Great you've got something to help with it now.
PSA to my blender friends: 'Set-Origin to selected' is a tedious operation: Originally It's cursor to selected, then origin to cursor. There's a built-in addon called "pie menus". Enable it, and only enable the Ctrl+Alt+X. Then, using this shortcut, you can move the origin with ease.
That is fantastic! I only wish I would have known this last night, as I spent untold amounts of time setting the origin to the bottom of a whole slew of objects. Thank you so very much!
@@daggergblue Happy to help! Glad I posted this
@@daggergblue While we're on the subject, Ever been in a situation where you rotate 90 degrees on Z, only to realize you need to go the other way? Instead of esc, then r-z-270, just type '-'. It'll interpret it as minus 90
Good tip 👍🏻
This will be super useful! Thanks! 🙏
😁 My pleasure as always Emma.
Not sure if I'm gonna use this modifier, but at least I finally got into vertex groups after this. Now I know how to make different non-destructive bevels at the same time.
@Dazzle_Novak_ 😁 Glad I could help with a Blender element
Thanks for sharing this.
@@humbleraider6343 😁👍🏻 Cheers
This IS really helpful! Thanks for the video.
😁 Cheers!
Hah! Man, always a new thing to learn in Blender... Thanks for this!
😅 Isn't it always the way. Hopefully it's useful though 👍🏻
Weld: The modifier version of Merge-by-distance
Exactly that.
Can you cover topic on mesh tools inbuilt addon with details of use case
Sounds like a good idea. 👍🏻😁
@@ArtisansofVaul 👌 good you thinking atleast
Huh.... isn't that a thing. Finally a reason to use it
Haha. Yeah, with the merge functions it's not needed a huge amount but hopefully this shows off the reasons its still helpful.