Frage Is it possible to edit a mesh and apply changes just when leaving edit mode?
#1
I often work with booleans, remesher, node system and other things on sculpted meshes, especially in the final phase of a project where the geometry is pretty high.

So the question is if it's somehow possible to edit a mesh (which is for example a boolean mesh for several other objects which all have some million verts) without getting shitty performance while editing? (Sure you can deactivate the boolean modifier on all objects but that doesn't fix it completely and is also pretty time consuming with 10+ different objects) 

The idea is something like a puffer, where you edit the mesh but keep those edits just in a cache which get's only applied when you leave edit mode, so you don't loose performance from the connections with other objects or maybe there's a feature to pause all connections (freeze the mesh data on all users?) untill you edited it.

I hope it's somehow understandable

I'm happy about all responses, maybe someone knows a technique, feature, addon, workflow, an idea for a node system, script etc.?
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#2
Welcome to the Blenderforum.Lächeln
I'm not entirely sure I understand your problem, but you can say that a modifier isn't active when you're in the edit mode:
   
I hope that's what you looked for.
LG,
Ephraim.
Wissen ist Macht und sehr hilfreich   -   Blender 4.3.0
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#3
(10.09.2025, 08:39 AM)Ephraim schrieb: Welcome to the Blenderforum.Lächeln
I'm not entirely sure I understand your problem, but you can say that a modifier isn't active when you're in the edit mode:

I hope that's what you looked for.
LG,
Ephraim.

Hi , unfortunately not what i was looking for but anyway thank you for answeringLächeln

I want to edit a mesh (object1) that is used in a modifier on object2. So the normal way would be to select object2 turn off the modifier, select object1 and make the edit, then select object 2 again and turn the modifier on again.

I don't think there's an easy way but maybe there's some way to freeze all connections with object1 so that object2 (and the 10 other objects having object1 as boolean or something like that) doesn't update untill i've made the changes on object 1. 
So i kinda want to disable all modifiers using object 1 without doing it manually one by one on all of the other objects (object2 in this case)

Goal is to set up a big procedural setup with high poly meshes which are connected through big chains of modifiers and still be able to work smoothly on those Objects without always manually turning off a whole bunch of modifiers on other objects.

Maybe that's a better explenation, i'm not pretty sure if it's possible (never seen any addon or script on something similar) but thought may someone here has a clueLächeln
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