Both looking convincing, very nice. And thanks for the hint doing it with ICE. 
I will give it a try. 

 

From: [email protected] 
[mailto:[email protected]] 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 <[email protected]> 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 <[email protected]> 
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: [email protected] 
[mailto:[email protected]] 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: [email protected] 
[mailto:[email protected]] 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 <[email protected]>:
>
>
> 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 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.
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> > "unsubscribe" in the subject, and reply to confirm.
>
>
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>
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