Mesh Slicing with preserved topology
Recently I finished the core mesh architecture. It is an attribute driven model of a point / vertex / primitive inspired by Houdini architecture and implemented in Unity.
And as the next step, I added plane based mesh slicing on top of it. The mesh splits into separate parts while preserving topology and attributes (normals, colors, etc.), without holes or artifacts.
It preserves mesh manifoldness and connectivity (this can be seen by the same numbers on shared vertices at the cut contour)
I think I’ll try to implement booleans next
u/PropellerheadViJ — 9 hours ago