Hello again! I have to model a sponge like bone from a human jaw for a dental animation. I tried to model it with boolens and so on but I can´t get a good result! One reason is that booleans do not work for more than 10 holes, after that it erases my hole mesh, the typical boolens problem! Now I heard about a procedural shader who calculates a sponge to a mesh! You know about it!??? Or have you a workflow to get a result for that?? Thanks...