Working with morphs can be tedious and frustrating, especially as the model’s level of detail starts to increase. For this reason, I typically start modeling with other model primitives (walls, slabs, beams, columns), then convert to morphs when at the appropriate level of detail.
In this example, I have a bank of cabinets that I used a profiled beam to model. After the beams were converted to morphs and cleaned up a little, I wanted to run the backsplash behind the cook top to the ceiling level. There are many ways to do this, some easier than others.
For this example, I just added a plane and pulled it through the ceiling/roof plan with the pet palette option. Once the morph was extended through the roof, I just clipped it off with the Solid Element Operations palette.
While I could have left the morph trimmed to the roof, I know from past experiences that excessive use of SEO’s can slow models down, some times to the point of the file being non-responsive and borderline useless. I try to be careful about the use of SEO’s for this reason, and favor basic model geometry edits or building material priorities to define element’s shapes wherever possible.
There is a simple trick to eliminating the trimming association on a morph without loosing the morph geometry. All you need to do is right click the morph and convert it to a morph.
You can use this same trick to essentially sculpt away portions of a morph with solid element operations, then re-solidify and disassociate the morph from the operators, making it a lot easier to create complex morph geometries.