# boolean modeling
Booleans are a way to use the interaction of different polygon meshes to build more complex geometries.
To use, simply choose the meshes you want to interact and then use the pulldown menus for **Mesh > Booleans**. Or use **Shift-Right Click > Booleans**. Choose whichever option you want, these are editable can be changed whenever you want.
## a few examples
### union
Combines the two meshes into one object.
![[Pasted image 20220905103433.png]]
### intersection
Only the overlap between the two meshes.
![[Pasted image 20220905104132.png]]
### difference
Use one mesh as a knife to cut out a section from the other mesh. Can work either way.
![[Pasted image 20220905104255.png]]
![[Pasted image 20220905104332.png]]
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## important notes about booleans
### booleans are live
The effect is a persistent, active process that can be edited on the fly. Try moving one of the objects and see how the effect updates.
### use many meshes
You are not limited to just two meshes in a boolean; you can have many meshes cutting and joining to build a very complex geometry.
### the boolean stack
In your **Attribute Editor**, choose the **PolyBoolean** tab to see the **Boolean Stack**. This is a stack of the active booleans being applied. You can rearrange the order, turn effects on and off, and change boolean method as needed.
This stack works from the top down so the first boolean is applied and then the next one down is applied and so on. If you are getting weird interactions, try rearranging the order of how they are applied.
![[Pasted image 20220905105143.png]]
### separate boolean from construction
You can move the resulting boolean from the construction mesh. This is good for when you have a lot of complicated meshes piled up together. It is also good to have the construction mesh off to the side while the actual boolean is being used in your build.
In your **Outliner**, select just the **PolySurface** object and then move, scale, rotate separate from the construction mesh.
![[Pasted image 20220905105550.png]]
### make booleans permanent
If you are positive you don’t want to make any more changes to your boolean, you can make the geometry permanent. In your **Outliner**, select just the **PolySurface** object and use the pulldown menus for **Edit > Delete by Type > History**. You will notice the construction mesh stuff and the boolean stack disappear.
This is like saying **Apply** to the boolean. It is also sometimes called **Baking**.
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Learn more:
- [Booleans on Maya Support and Learning](https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2023/ENU/Maya-Modeling/files/GUID-9467513F-47C3-4C73-8251-6FF8C0DE4982-htm.html)
- [Boolean Stack on Maya Support and Learning](https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2023/ENU/Maya-Modeling/files/GUID-36D81368-C125-4574-A6CD-790081BF77B7-htm.html)
- [Quick, Clean and Easy Booleans in Maya with Josh Antonio on YouTube](https://youtu.be/ZpY6fto7dZ8) and [Clean Booleans in May with Josh Antonio on YouTube](https://youtu.be/WVpGp6HqAhM) - good tricks for getting better booleans by adding extra edge loops and removing n-gons in your mesh
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