I think it’s nicer to use boolean commands instead of brep split when I need to cut breps or surfaces, simply because it’s faster and it doesn’t require multiple commands in order to select what must be kept.
The thing is that this approach is potentially faster, since I don’t completely understand the logic behind the operations and I usually achieve the result by barely randomly switching between one command, another and some flips.
Can someone kindly share her/his knowledge? It would be really appreciated.
My final goal is to trim all the stuff with one command, since it’s usually clear what should remain (something like the “create solid” command, which I like a lot).
Another cool thing would be to trim breps that are extended along the intersection, but that’s another topic I guess.
Here are some files attached, with some tests too.
I think for me its not clear what help you are asking for?! I’m not sure if I understood you right.
Foremost, trimming a surface by curves is usually the better performing (“faster”) method over any boolean method. Boolean operations are combining trimming operations in one step, which performs a lot of additional operations and checks to yield reliable results for all possible use-cases. You always get better performance if you leave out checks and other redundancies, if you know more about your final result. But of course, using the “low-level” approach does require to use more components or to write code. You can however build a custom trimming operation and just either combine it into GH clusters or into a script component.
Another thing to note is that Grasshopper relies on the Rhino Kernel. So its more a problem of Rhino than Grasshopper. Even worse is the fact that this Kernel (“Rhinocommon”) does not expose the entire range of features of Rhino. So in Grasshopper you only see a subset of what’s possible in Rhino. But unless you really know how to write these Kernel functions yourself, it will be impossible to do something against it. You can only use the toolset which GH offers, or 3rd party plugins provide.
Thank you for your reply.
What I want to achieve is to trim breps, not solids, with components (booleans) usually designed for solids. Since I have a lot of breps and trimming in my models, having this kind of approach could be useful.
Surface Split by curves is fine, but it only works with surfaces and I need to deconstruct.
The second topic refers to this example shown below and comes from my experience with another software where this task can be performed without finding the intersection and extending it.