Something that I'd find useful is a new modifier that does what a Boolean:Union function does. Why should this be a modifier when we have ProBoolean, Boolean and the Collapse Utility? There are several reasons, but the main reason is for optimizing single meshes that have intersecting geometry (Elements that are intersecting). To perform a Boolean on a single mesh, you are forced to explode it into many meshes, then run Boolean. This destroys the procedural Max paradigm.
Desired features:
- Remove all intersected geometry as expected with Union Function
- Do not require sealed geometry (internally run CAP HOLES if it's essential for function)