Cut up mesh with a curve and keep it watertight

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I'm currently working on a sculpture, and I'm wondering if it's possible to cut off part of it, but in such a way, that it would still leave me with a watertight geometry. Ideally, I'd like to cut it up with a curve and I would like to avoid converting the mesh to VDB, because I don't want to lose the details so soon.

Image attachments with the PigHead depict the result that I'm looking for. I have a feeling this is possible, but at this late hour, I can't think of a way of accomplishing this goal, so I'd be grateful if someone could give me a push in the right direction.
Edited by ajz3d - May 30, 2025 17:28:37

Attachments:
image_01.jpg (50.6 KB)
image_02.jpg (32.4 KB)

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maybe boolean shatter is right for you

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boolean-shatter.jpg (477.3 KB)

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Absolutely! Thank you, Atitimar.
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Why can you cut it with a curve (instead of a plane) though? Boolean shatter scares me sometimes.
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Subtract the height of the mesh points from their closest position on the cutting curve:

vector pos = minpos(1, v@P);

f@dist = v@P.y - pos.y;

Then remap the distance as weight to smooth the bottom part with poisson interpolation.

That way the mesh remains intact despite of cutting it.

Attachments:
cut_curve.jpg (22.9 KB)
curve_cut.hip (368.4 KB)

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