Boolean and Merge by Distance are for completely different jobs.
One isn't "better" they solve different problems.
Here's the breakdown:
| Tool | What It Does | When to Use It |
|---|---|---|
| Boolean (Union) | Creates new geometry where two shapes intersect. It adds connecting faces and welds everything into a single, watertight mesh. | When you have two overlapping shapes and want them to become one seamless object (e.g., merging a cylinder into a cube to make a rounded handle). |
| Merge by Distance | Only welds vertices that are already touching or very close. It does NOT create new faces or geometry. | When you have two meshes that share the exact same border/edge and just need to be "stitched" together (e.g., joining two halves of a symmetrical model). |
| Aspect | Boolean (Union) | Merge by Distance |
|---|---|---|
| Creates new faces? | Yes — it generates connecting geometry. | No — it only welds existing vertices. |
| Works on overlapping shapes? | Yes — perfect for intersecting objects. | No — if shapes overlap, it leaves internal faces (messy). |
| Leaves internal geometry? | No — it cleans up hidden faces automatically. | Yes — overlapping faces remain inside the mesh, causing problems later. |
| Topology quality | Often messy (triangles/ngons) — needs cleanup. | Usually clean (quads) — if the edges align perfectly. |
Imagine you have a cube and a sphere sitting on top of it:
Ctrl + J first, then merge by distance. The sphere and cube are now in one object, but the sphere is still floating on top—no new faces connect them. If you look inside, there's a mess of overlapping geometry.If you try to use Merge by Distance on overlapping shapes: