Workflow on how to cut into MeshInstance3D

Godot Version

version 4.3


I require help on how to cut holes into a 3d mesh so that I can make transparent windows. I read on CSGBoxes and their subtraction properties but I believe this only works on other CSG objects which my tests confirm.

I sadly do not have the model for a “wall-with-hole”-version and I want to get away with being dependent on blender/external editing tools because I will probably require tons of “custom cut meshes” throughout my project.

Is the general workflow to “convert” meshInstance3ds into custom CSG objects or is there a convenient shader that can cut squared or round holes into any mesh? Or maybe even a plugin/addon that does what I need?

I am only familiar with 2d workflows and this is my first step into 3d gamedev.
Thanks in advance for any input.

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Cyclops Level Builder

  • Subtract Block - Subtract active block from all selected blocks
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You can add a CSGMesh and give it the custom mesh you’d like, good for prototyping, though it generates some pretty nasty meshes.

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I thank you both for the suggestions and I will try them out and respond back if any of those two suggestions helped establish a workflow for me!

Holy Sh*t, it works.
I saved the Mesh and the Materials and applied both of them onto a new CSGMesh, then added a subtracting CSGBox3D onto it and the hole is there as natural as it can be.

Although the dimensions are completely WHACK (i have to use scale 70x70x70), it’s still a vast achievement and I can deal with the minor inconvenience with scaling.

Much thanks again. I will also install the Cyclops Level Editor just in case and future use.

And you can see that bottom left corner bleeding to the nearest vertex, Godot’s CSG is not perfect, but you can export this scene to gltf and clean it up in a real 3d modeling program like blender.

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