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
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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 <[email protected]>:
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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