The things is that Bryce works very differently to poly modellers - the Boolean operation is the only modelling method. There is no mesh and the Boolean works by a negative “mesh” subtracting from a positive “mesh” - basically making the parts where it intersects invisible to the render. The two “meshes” never integrate into one and the process is reversible at any point. There is no mesh structure to consider, so the product is very clean.
However, this only works within Bryce - it has to be converted to a mesh to be used outside of Bryce and in the conversion, the same problems confronting poly modellers crops up. Long thin tri’s converging on corners in a pole - useless for smoothing, chamfering, etc. Just as a test, I converted one of the dies to mesh and imported into Hex - 19K polys.
Something I have just come across in Blender, which makes Boolean operations so much more appealing is a relatively new innovation named “Remeshing”. This converts any mesh mess into clean quads at the click of a button.
I’m only just scratching the surface of Blender - the more I see, the more I’m inclined to step over to the dark side.