RE: Animated booleans now and then

2017-09-12 Thread Sven Constable
Both looking convincing, very nice. And thanks for the hint doing it with ICE. 
I will give it a try. 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mladen Kevic
Sent: Tuesday, September 12, 2017 1:33 AM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Animated booleans now and then

 

sorry wrong gif i sent, here is animated cutout i want to show 

http://g.recordit.co/FHSqM3VwL0.gif

 

 

On Mon, Sep 11, 2017 at 11:26 PM, Mladen Kevic  wrote:

Hi Sven, in my projects i had to do lots of cuts of CADs object, and in XSI i 
used slice PolyMesh in ICE (attach it to null for control), but without 
automatic cap (it flicker too much) and then create poly from border edge. that 
workflow alow me to do animated cut out without flickering and artifacts

 

several moths ago i switched to Houdini, and i'm impressed how it works, just 
now  making one cutout of animated valve with moving parts and it go like a 
charm, totally recommendation. 

 

quick example: http://g.recordit.co/lEs1G1NfQs.gif

 

 

 

 

 

On Mon, Sep 11, 2017 at 7:03 PM, Sven Constable  
wrote:

FYI: seems to me the standard boolean operator in XSI 2015 creates a memory 
leak. Create a simple animation(sphere cutted by a box, animated as a cycle) do 
a flipbook over a few hundred frames and watch the memory consumption. Even a 
'Delete All' command or creating a new scene does not flush the memory.
The Implosia booleans (tested with 2015) don't have these issues btw. Nor the 
built in booleans in XSI 2011.

How about a google doc or something like that, where we can add bugs and issues 
left in XSI for future reference? Just a thought.
Sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Wednesday, August 30, 2017 10:50 AM
To: 'Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list'

Subject: RE: Animated booleans now and then

Thanks for the tips, guys. I may try the Implosia booleans next time.
Sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Tuesday, August 29, 2017 1:53 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Animated booleans now and then

Implosia is a good bet. Remember to triangulate your geo before doing complex 
booleans - it will be a lot more stable.

Other than that, I know it might not help you, but the new boolean engine in 
Houdini 16 looks amazing:

http://www.sidefx.com/docs/houdini/nodes/sop/boolean

Also Maya has lately gotten a couple of boolean plugins that look promising, 
although I have no idea about stability:

http://www.hard-mesh.com/

http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/


//Morten






> Den 29. august 2017 klokken 13:09 skrev wavo :
>
>
> Hello,
>
> you can also try Implosia
> http://www.si-community.com/community/viewtopic.php?f=5 
> <http://www.si-community.com/community/viewtopic.php?f=5&t=6373&hilit=m> 
> &t=6373&hilit=m
> omentum its now free, You can create booleans via Icetree or
> sricptedOp vie the PulldownMenu
>
>
>
> Am 8/28/2017 um 11:28 PM schrieb Sven Constable:
> >
> > ,,
> >
>
> > Hi list,
> >
> > I had several projects lately  that involved animated booleans with
> > CAD data, which is problematic sometimes. I used the old BoolTrace
> > shader by Alan Jones but it has its drawbacks: With many objects,
> > using different materials, it's hard to  keep track of the shaders.
> > Another problem was, that there is a limitation in the shader with
> > reflections. Let's say you have a box and a sphere and the box is
> > cutting the sphere in half. If another objects that is reflective,
> > intersects the cutting volume (the box) it will reflect the box by
> > it's primary rays. I assume that is because the shader interchanges
> > primary and secondary rays under the hood. I could potentially get
> > it solved by using passes/partition trickery or another shader to
> > get selective reflections on object basis. However, this becomes
> > quite complicated with a handful ob objects, all using different materials.
> >
> > On some projects I switched back to real (geo) booleans and fixed
> > the "popping" of meshes by slighty adjusting the fcurves or cleaning
> > the topology a bit, but its a hack. On another project I got away
> > with slightly incorrect reflections using render time booleans. At
> > the end it worked somehow but it was almost never elegant or

Re: Animated booleans now and then

2017-09-11 Thread Mladen Kevic
sorry wrong gif i sent, here is animated cutout i want to show
http://g.recordit.co/FHSqM3VwL0.gif


On Mon, Sep 11, 2017 at 11:26 PM, Mladen Kevic 
wrote:

> Hi Sven, in my projects i had to do lots of cuts of CADs object, and in
> XSI i used slice PolyMesh in ICE (attach it to null for control), but
> without automatic cap (it flicker too much) and then create poly from
> border edge. that workflow alow me to do animated cut out without
> flickering and artifacts
>
> several moths ago i switched to Houdini, and i'm impressed how it works,
> just now  making one cutout of animated valve with moving parts and it go
> like a charm, totally recommendation.
>
> quick example: http://g.recordit.co/lEs1G1NfQs.gif
>
>
>
>
>
> On Mon, Sep 11, 2017 at 7:03 PM, Sven Constable 
> wrote:
>
>> FYI: seems to me the standard boolean operator in XSI 2015 creates a
>> memory leak. Create a simple animation(sphere cutted by a box, animated as
>> a cycle) do a flipbook over a few hundred frames and watch the memory
>> consumption. Even a 'Delete All' command or creating a new scene does not
>> flush the memory.
>> The Implosia booleans (tested with 2015) don't have these issues btw. Nor
>> the built in booleans in XSI 2011.
>>
>> How about a google doc or something like that, where we can add bugs and
>> issues left in XSI for future reference? Just a thought.
>> Sven
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
>> Sent: Wednesday, August 30, 2017 10:50 AM
>> To: 'Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list'
>> Subject: RE: Animated booleans now and then
>>
>> Thanks for the tips, guys. I may try the Implosia booleans next time.
>> Sven
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
>> Sent: Tuesday, August 29, 2017 1:53 PM
>> To: Official Softimage Users Mailing List. https://groups.google.com/foru
>> m/#!forum/xsi_list
>> Subject: Re: Animated booleans now and then
>>
>> Implosia is a good bet. Remember to triangulate your geo before doing
>> complex booleans - it will be a lot more stable.
>>
>> Other than that, I know it might not help you, but the new boolean engine
>> in Houdini 16 looks amazing:
>>
>> http://www.sidefx.com/docs/houdini/nodes/sop/boolean
>>
>> Also Maya has lately gotten a couple of boolean plugins that look
>> promising, although I have no idea about stability:
>>
>> http://www.hard-mesh.com/
>>
>> http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/
>>
>>
>> //Morten
>>
>>
>>
>>
>>
>>
>> > Den 29. august 2017 klokken 13:09 skrev wavo :
>> >
>> >
>> > Hello,
>> >
>> > you can also try Implosia
>> > http://www.si-community.com/community/viewtopic.php?f=5&t=6373&hilit=m
>> > omentum its now free, You can create booleans via Icetree or
>> > sricptedOp vie the PulldownMenu
>> >
>> >
>> >
>> > Am 8/28/2017 um 11:28 PM schrieb Sven Constable:
>> > >
>> > > ,,
>> > >
>> >
>> > > Hi list,
>> > >
>> > > I had several projects lately  that involved animated booleans with
>> > > CAD data, which is problematic sometimes. I used the old BoolTrace
>> > > shader by Alan Jones but it has its drawbacks: With many objects,
>> > > using different materials, it's hard to  keep track of the shaders.
>> > > Another problem was, that there is a limitation in the shader with
>> > > reflections. Let's say you have a box and a sphere and the box is
>> > > cutting the sphere in half. If another objects that is reflective,
>> > > intersects the cutting volume (the box) it will reflect the box by
>> > > it's primary rays. I assume that is because the shader interchanges
>> > > primary and secondary rays under the hood. I could potentially get
>> > > it solved by using passes/partition trickery or another shader to
>> > > get selective reflections on object basis. However, this becomes
>> > > quite complicated with a handful ob objects, all using different
>> materials.
>> > >
>> > > On some projects I switched back to real (geo

Re: Animated booleans now and then

2017-09-11 Thread Mladen Kevic
Hi Sven, in my projects i had to do lots of cuts of CADs object, and in XSI
i used slice PolyMesh in ICE (attach it to null for control), but without
automatic cap (it flicker too much) and then create poly from border edge.
that workflow alow me to do animated cut out without flickering and
artifacts

several moths ago i switched to Houdini, and i'm impressed how it works,
just now  making one cutout of animated valve with moving parts and it go
like a charm, totally recommendation.

quick example: http://g.recordit.co/lEs1G1NfQs.gif





On Mon, Sep 11, 2017 at 7:03 PM, Sven Constable 
wrote:

> FYI: seems to me the standard boolean operator in XSI 2015 creates a
> memory leak. Create a simple animation(sphere cutted by a box, animated as
> a cycle) do a flipbook over a few hundred frames and watch the memory
> consumption. Even a 'Delete All' command or creating a new scene does not
> flush the memory.
> The Implosia booleans (tested with 2015) don't have these issues btw. Nor
> the built in booleans in XSI 2011.
>
> How about a google doc or something like that, where we can add bugs and
> issues left in XSI for future reference? Just a thought.
> Sven
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of Sven Constable
> Sent: Wednesday, August 30, 2017 10:50 AM
> To: 'Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list'
> Subject: RE: Animated booleans now and then
>
> Thanks for the tips, guys. I may try the Implosia booleans next time.
> Sven
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] On Behalf Of Morten Bartholdy
> Sent: Tuesday, August 29, 2017 1:53 PM
> To: Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> Subject: Re: Animated booleans now and then
>
> Implosia is a good bet. Remember to triangulate your geo before doing
> complex booleans - it will be a lot more stable.
>
> Other than that, I know it might not help you, but the new boolean engine
> in Houdini 16 looks amazing:
>
> http://www.sidefx.com/docs/houdini/nodes/sop/boolean
>
> Also Maya has lately gotten a couple of boolean plugins that look
> promising, although I have no idea about stability:
>
> http://www.hard-mesh.com/
>
> http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/
>
>
> //Morten
>
>
>
>
>
>
> > Den 29. august 2017 klokken 13:09 skrev wavo :
> >
> >
> > Hello,
> >
> > you can also try Implosia
> > http://www.si-community.com/community/viewtopic.php?f=5&t=6373&hilit=m
> > omentum its now free, You can create booleans via Icetree or
> > sricptedOp vie the PulldownMenu
> >
> >
> >
> > Am 8/28/2017 um 11:28 PM schrieb Sven Constable:
> > >
> > > ,,
> > >
> >
> > > Hi list,
> > >
> > > I had several projects lately  that involved animated booleans with
> > > CAD data, which is problematic sometimes. I used the old BoolTrace
> > > shader by Alan Jones but it has its drawbacks: With many objects,
> > > using different materials, it's hard to  keep track of the shaders.
> > > Another problem was, that there is a limitation in the shader with
> > > reflections. Let's say you have a box and a sphere and the box is
> > > cutting the sphere in half. If another objects that is reflective,
> > > intersects the cutting volume (the box) it will reflect the box by
> > > it's primary rays. I assume that is because the shader interchanges
> > > primary and secondary rays under the hood. I could potentially get
> > > it solved by using passes/partition trickery or another shader to
> > > get selective reflections on object basis. However, this becomes
> > > quite complicated with a handful ob objects, all using different
> materials.
> > >
> > > On some projects I switched back to real (geo) booleans and fixed
> > > the "popping" of meshes by slighty adjusting the fcurves or cleaning
> > > the topology a bit, but its a hack. On another project I got away
> > > with slightly incorrect reflections using render time booleans. At
> > > the end it worked somehow but it was almost never elegant or straight
> forward.
> > >
> > > Is there an alternative to the (rather old) booltrace shader for XSI?
> > > Anything for redshift in that area? Last, not least, how do you
> > > approach animated booleans with complica

RE: Animated booleans now and then

2017-09-11 Thread Sven Constable
FYI: seems to me the standard boolean operator in XSI 2015 creates a memory 
leak. Create a simple animation(sphere cutted by a box, animated as a cycle) do 
a flipbook over a few hundred frames and watch the memory consumption. Even a 
'Delete All' command or creating a new scene does not flush the memory.
The Implosia booleans (tested with 2015) don't have these issues btw. Nor the 
built in booleans in XSI 2011. 

How about a google doc or something like that, where we can add bugs and issues 
left in XSI for future reference? Just a thought. 
Sven   

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Wednesday, August 30, 2017 10:50 AM
To: 'Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list'
Subject: RE: Animated booleans now and then

Thanks for the tips, guys. I may try the Implosia booleans next time.
Sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Tuesday, August 29, 2017 1:53 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Animated booleans now and then

Implosia is a good bet. Remember to triangulate your geo before doing complex 
booleans - it will be a lot more stable.

Other than that, I know it might not help you, but the new boolean engine in 
Houdini 16 looks amazing:

http://www.sidefx.com/docs/houdini/nodes/sop/boolean

Also Maya has lately gotten a couple of boolean plugins that look promising, 
although I have no idea about stability:

http://www.hard-mesh.com/

http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/


//Morten


 



> Den 29. august 2017 klokken 13:09 skrev wavo :
> 
> 
> Hello,
> 
> you can also try Implosia
> http://www.si-community.com/community/viewtopic.php?f=5&t=6373&hilit=m
> omentum its now free, You can create booleans via Icetree or 
> sricptedOp vie the PulldownMenu
> 
> 
> 
> Am 8/28/2017 um 11:28 PM schrieb Sven Constable:
> >
> > ,,
> >
> 
> > Hi list,
> >
> > I had several projects lately  that involved animated booleans with 
> > CAD data, which is problematic sometimes. I used the old BoolTrace 
> > shader by Alan Jones but it has its drawbacks: With many objects, 
> > using different materials, it's hard to  keep track of the shaders.
> > Another problem was, that there is a limitation in the shader with 
> > reflections. Let's say you have a box and a sphere and the box is 
> > cutting the sphere in half. If another objects that is reflective, 
> > intersects the cutting volume (the box) it will reflect the box by 
> > it's primary rays. I assume that is because the shader interchanges 
> > primary and secondary rays under the hood. I could potentially get 
> > it solved by using passes/partition trickery or another shader to 
> > get selective reflections on object basis. However, this becomes 
> > quite complicated with a handful ob objects, all using different materials.
> >
> > On some projects I switched back to real (geo) booleans and fixed 
> > the "popping" of meshes by slighty adjusting the fcurves or cleaning 
> > the topology a bit, but its a hack. On another project I got away 
> > with slightly incorrect reflections using render time booleans. At 
> > the end it worked somehow but it was almost never elegant or straight 
> > forward.
> >
> > Is there an alternative to the (rather old) booltrace shader for XSI? 
> > Anything for redshift in that area? Last, not least, how do you 
> > approach animated booleans with complicated/heavy meshes nowadays?
> >
> > Thanks,
> >
> > Sven
> >
> >
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> > "unsubscribe" in the subject, and reply to confirm.
> 
> 
> --
> 
> 
> *Walter Volbers*
> Senior Animator
> 
> *FIFTYEIGHT*3D
> Animation & Digital Effects GmbH
> 
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
> 
> Telefon +49 (0) 69.48 000 55.50
> Telefax +49 (0) 69.48 000 55.15
> 
> _mailto:w...@fiftyeight.com
> http://www.fiftyeight.com
> _
> 
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
> 
> _http://www.ESC58.de
> _
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> 

Re: Animated booleans now and then

2017-08-30 Thread Rob Wuijster
The hard mesh tool is very interesting, it looks like it also plays nice 
with MESH inside Maya.

And a very reasonable price too.

thanks for the heads-up on this one :-)

Rob

\/-\/\/

On 29-8-2017 13:53, Morten Bartholdy wrote:

Implosia is a good bet. Remember to triangulate your geo before doing complex 
booleans - it will be a lot more stable.

Other than that, I know it might not help you, but the new boolean engine in 
Houdini 16 looks amazing:

http://www.sidefx.com/docs/houdini/nodes/sop/boolean

Also Maya has lately gotten a couple of boolean plugins that look promising, 
although I have no idea about stability:

http://www.hard-mesh.com/

http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/


//Morten


  





Den 29. august 2017 klokken 13:09 skrev wavo :


Hello,

you can also try Implosia
http://www.si-community.com/community/viewtopic.php?f=5&t=6373&hilit=momentum
its now free, You can create booleans via Icetree or sricptedOp vie the
PulldownMenu



Am 8/28/2017 um 11:28 PM schrieb Sven Constable:

,,

Hi list,

I had several projects lately  that involved animated booleans with
CAD data, which is problematic sometimes. I used the old BoolTrace
shader by Alan Jones but it has its drawbacks: With many objects,
using different materials, it's hard to  keep track of the shaders.
Another problem was, that there is a limitation in the shader with
reflections. Let's say you have a box and a sphere and the box is
cutting the sphere in half. If another objects that is reflective,
intersects the cutting volume (the box) it will reflect the box by
it's primary rays. I assume that is because the shader interchanges
primary and secondary rays under the hood. I could potentially get it
solved by using passes/partition trickery or another shader to get
selective reflections on object basis. However, this becomes quite
complicated with a handful ob objects, all using different materials.

On some projects I switched back to real (geo) booleans and fixed the
"popping" of meshes by slighty adjusting the fcurves or cleaning the
topology a bit, but its a hack. On another project I got away with
slightly incorrect reflections using render time booleans. At the end
it worked somehow but it was almost never elegant or straight forward.

Is there an alternative to the (rather old) booltrace shader for XSI?
Anything for redshift in that area? Last, not least, how do you
approach animated booleans with complicated/heavy meshes nowadays?

Thanks,

Sven



--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.


--


*Walter Volbers*
Senior Animator

*FIFTYEIGHT*3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.


--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

RE: Animated booleans now and then

2017-08-30 Thread Sven Constable
Thanks for the tips, guys. I may try the Implosia booleans next time.
Sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Tuesday, August 29, 2017 1:53 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Animated booleans now and then

Implosia is a good bet. Remember to triangulate your geo before doing complex 
booleans - it will be a lot more stable.

Other than that, I know it might not help you, but the new boolean engine in 
Houdini 16 looks amazing:

http://www.sidefx.com/docs/houdini/nodes/sop/boolean

Also Maya has lately gotten a couple of boolean plugins that look promising, 
although I have no idea about stability:

http://www.hard-mesh.com/

http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/


//Morten


 



> Den 29. august 2017 klokken 13:09 skrev wavo :
> 
> 
> Hello,
> 
> you can also try Implosia
> http://www.si-community.com/community/viewtopic.php?f=5&t=6373&hilit=m
> omentum its now free, You can create booleans via Icetree or 
> sricptedOp vie the PulldownMenu
> 
> 
> 
> Am 8/28/2017 um 11:28 PM schrieb Sven Constable:
> >
> > ,,
> >
> 
> > Hi list,
> >
> > I had several projects lately  that involved animated booleans with 
> > CAD data, which is problematic sometimes. I used the old BoolTrace 
> > shader by Alan Jones but it has its drawbacks: With many objects, 
> > using different materials, it's hard to  keep track of the shaders.
> > Another problem was, that there is a limitation in the shader with 
> > reflections. Let's say you have a box and a sphere and the box is 
> > cutting the sphere in half. If another objects that is reflective, 
> > intersects the cutting volume (the box) it will reflect the box by 
> > it's primary rays. I assume that is because the shader interchanges 
> > primary and secondary rays under the hood. I could potentially get 
> > it solved by using passes/partition trickery or another shader to 
> > get selective reflections on object basis. However, this becomes 
> > quite complicated with a handful ob objects, all using different materials.
> >
> > On some projects I switched back to real (geo) booleans and fixed 
> > the "popping" of meshes by slighty adjusting the fcurves or cleaning 
> > the topology a bit, but its a hack. On another project I got away 
> > with slightly incorrect reflections using render time booleans. At 
> > the end it worked somehow but it was almost never elegant or straight 
> > forward.
> >
> > Is there an alternative to the (rather old) booltrace shader for XSI? 
> > Anything for redshift in that area? Last, not least, how do you 
> > approach animated booleans with complicated/heavy meshes nowadays?
> >
> > Thanks,
> >
> > Sven
> >
> >
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> > "unsubscribe" in the subject, and reply to confirm.
> 
> 
> --
> 
> 
> *Walter Volbers*
> Senior Animator
> 
> *FIFTYEIGHT*3D
> Animation & Digital Effects GmbH
> 
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
> 
> Telefon +49 (0) 69.48 000 55.50
> Telefax +49 (0) 69.48 000 55.15
> 
> _mailto:w...@fiftyeight.com
> http://www.fiftyeight.com
> _
> 
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
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Re: Animated booleans now and then

2017-08-29 Thread Morten Bartholdy
Implosia is a good bet. Remember to triangulate your geo before doing complex 
booleans - it will be a lot more stable.

Other than that, I know it might not help you, but the new boolean engine in 
Houdini 16 looks amazing:

http://www.sidefx.com/docs/houdini/nodes/sop/boolean

Also Maya has lately gotten a couple of boolean plugins that look promising, 
although I have no idea about stability:

http://www.hard-mesh.com/

http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/


//Morten


 



> Den 29. august 2017 klokken 13:09 skrev wavo :
> 
> 
> Hello,
> 
> you can also try Implosia 
> http://www.si-community.com/community/viewtopic.php?f=5&t=6373&hilit=momentum
> its now free, You can create booleans via Icetree or sricptedOp vie the 
> PulldownMenu
> 
> 
> 
> Am 8/28/2017 um 11:28 PM schrieb Sven Constable:
> >
> > ,,
> >
> 
> > Hi list,
> >
> > I had several projects lately  that involved animated booleans with 
> > CAD data, which is problematic sometimes. I used the old BoolTrace 
> > shader by Alan Jones but it has its drawbacks: With many objects, 
> > using different materials, it's hard to  keep track of the shaders. 
> > Another problem was, that there is a limitation in the shader with 
> > reflections. Let's say you have a box and a sphere and the box is 
> > cutting the sphere in half. If another objects that is reflective, 
> > intersects the cutting volume (the box) it will reflect the box by 
> > it's primary rays. I assume that is because the shader interchanges 
> > primary and secondary rays under the hood. I could potentially get it 
> > solved by using passes/partition trickery or another shader to get 
> > selective reflections on object basis. However, this becomes quite 
> > complicated with a handful ob objects, all using different materials.
> >
> > On some projects I switched back to real (geo) booleans and fixed the 
> > "popping" of meshes by slighty adjusting the fcurves or cleaning the 
> > topology a bit, but its a hack. On another project I got away with 
> > slightly incorrect reflections using render time booleans. At the end 
> > it worked somehow but it was almost never elegant or straight forward.
> >
> > Is there an alternative to the (rather old) booltrace shader for XSI? 
> > Anything for redshift in that area? Last, not least, how do you 
> > approach animated booleans with complicated/heavy meshes nowadays?
> >
> > Thanks,
> >
> > Sven
> >
> >
> >
> > --
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> > "unsubscribe" in the subject, and reply to confirm.
> 
> 
> -- 
> 
> 
> *Walter Volbers*
> Senior Animator
> 
> *FIFTYEIGHT*3D
> Animation & Digital Effects GmbH
> 
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
> 
> Telefon +49 (0) 69.48 000 55.50
> Telefax +49 (0) 69.48 000 55.15
> 
> _mailto:w...@fiftyeight.com
> http://www.fiftyeight.com
> _
> 
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
> 
> _http://www.ESC58.de
> _
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Re: Animated booleans now and then

2017-08-29 Thread Jonathan Moore
The Implosia booleans are great if you can manage to build a bug free
network but Implosia is definitely on the flaky side. I hate to say it but
Houdini is the best route forward. The new booleans in H16 are rock solid
and it's child's play managing the Redshift shading network (no extra
charge to use RS in Houdini).

On 29 August 2017 at 12:09, wavo  wrote:

> Hello,
>
> you can also try Implosia http://www.si-community.com/
> community/viewtopic.php?f=5&t=6373&hilit=momentum
> its now free, You can create booleans via Icetree or sricptedOp vie the
> PulldownMenu
>
>
>
> Am 8/28/2017 um 11:28 PM schrieb Sven Constable:
>
> ,,
>
>
> Hi list,
>
>
>
> I had several projects lately  that involved animated booleans with CAD
> data, which is problematic sometimes. I used the old BoolTrace shader by
> Alan Jones but it has its drawbacks: With many objects, using different
> materials, it's hard to  keep track of the shaders. Another problem was,
> that there is a limitation in the shader with reflections. Let's say you
> have a box and a sphere and the box is cutting the sphere in half. If
> another objects that is reflective, intersects the cutting volume (the box)
> it will reflect the box by it's primary rays. I assume that is because the
> shader interchanges primary and secondary rays under the hood. I could
> potentially get it solved by using passes/partition trickery or another
> shader to get selective reflections on object basis. However, this becomes
> quite complicated with a handful ob objects, all using different materials.
>
>
>
> On some projects I switched back to real (geo) booleans and fixed the
> "popping" of meshes by slighty adjusting the fcurves or cleaning the
> topology a bit, but its a hack. On another project I got away with slightly
> incorrect reflections using render time booleans. At the end it worked
> somehow but it was almost never elegant or straight forward.
>
>
>
> Is there an alternative to the (rather old) booltrace shader for XSI?
> Anything for redshift in that area? Last, not least, how do you approach
> animated booleans with complicated/heavy meshes nowadays?
>
>
>
> Thanks,
>
> Sven
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
> --
>
>
> *Walter Volbers*
> Senior Animator
>
> *FIFTYEIGHT* 3D
> Animation & Digital Effects GmbH
>
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
>
> Telefon +49 (0) 69.48 000 55.50 <+49%2069%20480005550>
> Telefax +49 (0) 69.48 000 55.15 <+49%2069%20480005515>
>
>
>
> *mailto:w...@fiftyeight.com 
> http://www.fiftyeight.com  *
>
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
>
> *http://www.ESC58.de  *
>
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Re: Animated booleans now and then

2017-08-29 Thread wavo

Hello,

you can also try Implosia 
http://www.si-community.com/community/viewtopic.php?f=5&t=6373&hilit=momentum
its now free, You can create booleans via Icetree or sricptedOp vie the 
PulldownMenu




Am 8/28/2017 um 11:28 PM schrieb Sven Constable:


,,




Hi list,

I had several projects lately  that involved animated booleans with 
CAD data, which is problematic sometimes. I used the old BoolTrace 
shader by Alan Jones but it has its drawbacks: With many objects, 
using different materials, it's hard to  keep track of the shaders. 
Another problem was, that there is a limitation in the shader with 
reflections. Let's say you have a box and a sphere and the box is 
cutting the sphere in half. If another objects that is reflective, 
intersects the cutting volume (the box) it will reflect the box by 
it's primary rays. I assume that is because the shader interchanges 
primary and secondary rays under the hood. I could potentially get it 
solved by using passes/partition trickery or another shader to get 
selective reflections on object basis. However, this becomes quite 
complicated with a handful ob objects, all using different materials.


On some projects I switched back to real (geo) booleans and fixed the 
"popping" of meshes by slighty adjusting the fcurves or cleaning the 
topology a bit, but its a hack. On another project I got away with 
slightly incorrect reflections using render time booleans. At the end 
it worked somehow but it was almost never elegant or straight forward.


Is there an alternative to the (rather old) booltrace shader for XSI? 
Anything for redshift in that area? Last, not least, how do you 
approach animated booleans with complicated/heavy meshes nowadays?


Thanks,

Sven



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--


*Walter Volbers*
Senior Animator

*FIFTYEIGHT*3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_
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