I tripled both objects and facetted them a few times. It seems to work! Thank you so far for all the effort.
You are right. I am rethinking this. The outer walls can be sliced at every floor. Etc.As seen in the examples by Tim Parson and other recommendation, it seems so, but once you go that route, you can´t go in on the same model and do much fancy detail work afterwards..due to the complexity of the divided geometry that is there, so you better back up the main section profiles ..which you probably do and have to work it differently if you need changes on windows etc.
I would still vote for trying to keep in mind a constructional section workflow and treat parts more individual than slamming one irregular shape in the the workflow and then yet another boolean operation taking place all at once across the whole construction.
If you find a way to work like that, booleans shouldn´t be an issue unless it is non planar, and you could get away with less geometry and an option to further go in and edit insets bevel on such geometry that you most likely would have a nightmare to work on denser segmented geometry.
One way in such case with divided and tripled geometry on those walls, is to simply do additional facade or window profiles or other detail around windows on the simpler original shape wall, then copy loose geometry over to the segment that was boolean, but that could cause rendering issues if they aren´t connected.
As I showed in my example, the booleans don´t have any issues when I worked that way, and I got away with less geometry that still can be detailed much easier than tripled and divided segmented walls, so I can go in and add window profiles around the windows, or facades in a way you would have a nightmare doing with the tirple and division method,, unless you have a good method of merging polys nicely without breaking the boolean quality.
That said, if you are sure it´s the final stage of the process, go ahead and triple and subdivide before boolean operations.
Cad software etc face these issues thanks to the solid model approach, and
If I get the time I may try this model in Design sparks, end result for exporting to 3D rendering would still have to be tripled, but that occurs after boolean operations.
You are right. I am rethinking this. The outer walls can be sliced at every floor. Etc.
All a more of a real life approach which will simplify further modeling.
I found some of the old excitement again of watching something grow.
btw: I urge you all to model for the metaverse. I accidentally found out they are paying ridiculous amounts of money for buildings way simpler than this.
I must look into the Bridge function. It wasn't there in my days.