Re: Stable CSG Booleans in Implosia?

2016-06-07 Thread Morten Bartholdy
I recall using that sometime ages ago. I use Arnold so it will not work for me 
this time :)

//MB



> Den 7. juni 2016 klokken 12:41 skrev Mailing Lists 
> :
> 
> 
> You could try using the old BinaryIris boolTrace shaders to do a 
> render-time boolean if you don't actually need the boolean liquid 
> meshes?  I've done this a few times with good results for animated 
> liquid in bottles where's I've need a quick unsimulated method.
> 
> cheers
> Tom
> 
> On 6/7/2016 10:18 AM, Morten Bartholdy wrote:
> > I am working on creating fluid in a bottle where I would like to animate 
> > the fluid surface rather than simulate fluids, so I am looking at animating 
> > an object which I use to cut the fluid object with Implosias CGS Booleans. 
> > Unfortunately it seems they are no more stable than the built in booleans, 
> > resulting in the boolean object not being created on some frames. I know 
> > from the built in booleans that I can try and make small variations in 
> > translation on the boolean input objects to fix this, but it does not 
> > always work, it is finicky and I was hoping for a more solid solution for 
> > animations.
> >
> > So I was wondering if someone here know a way to get more stable results 
> > from CSG booleans or perhaps know about other workarounds to achieve 
> > something like this.
> >
> > Cheers
> > Morten
> >
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Re: Stable CSG Booleans in Implosia?

2016-06-07 Thread Mailing Lists
You could try using the old BinaryIris boolTrace shaders to do a 
render-time boolean if you don't actually need the boolean liquid 
meshes?  I've done this a few times with good results for animated 
liquid in bottles where's I've need a quick unsimulated method.


cheers
Tom

On 6/7/2016 10:18 AM, Morten Bartholdy wrote:

I am working on creating fluid in a bottle where I would like to animate the 
fluid surface rather than simulate fluids, so I am looking at animating an 
object which I use to cut the fluid object with Implosias CGS Booleans. 
Unfortunately it seems they are no more stable than the built in booleans, 
resulting in the boolean object not being created on some frames. I know from 
the built in booleans that I can try and make small variations in translation 
on the boolean input objects to fix this, but it does not always work, it is 
finicky and I was hoping for a more solid solution for animations.

So I was wondering if someone here know a way to get more stable results from 
CSG booleans or perhaps know about other workarounds to achieve something like 
this.

Cheers
Morten

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Re: Stable CSG Booleans in Implosia?

2016-06-07 Thread Morten Bartholdy
Thanks Oleg - I will take a look and see how it works.

BTW your tip about triangulating meshes prior to booleans did the trick. It is 
very stable for my scenario  - big thanks :)

Regards
Morten



> Den 7. juni 2016 klokken 11:54 skrev Oleg Bliznuk :
> 
> 
> It depends on how complex your csg is, my toolset was made mainly for
> selfeducation purposes so it doesnot support many necessary stuff like
> attribute transfer, normals correction on voxels-to-mesh conversion etc.
> but for simple usercases it could be acceptable i think.
> 
> вторник, 7 июня 2016 г. пользователь Morten Bartholdy написал:
> 
> > Hi Oleg,
> >
> > Thanks a lot for the tips and insight. I have been testing the fracturing
> > lately and it is a lot of fun :)
> >
> > I guessed there might not be a stable solution, but sometimes with tips
> > and tricks things can be made workable, so thanks or those.
> >
> > You mention vdb csg - is this possible with your vdb tools for XSI?
> >
> >
> > Regards
> > Morten
> >
> >
> >
> > > Den 7. juni 2016 klokken 11:35 skrev Oleg Bliznuk  > >:
> > >
> > >
> > > Hey Morten,
> > > To get booleans work more or less predictable you have to :
> > > -triangulate your mesh (or have all vertices of each polygon to be in the
> > > same plane so that polygon is mathematically determenible)
> > > -get rid of all selfintersection, all double edges, all holes
> > > Avoiding any of these cases makes it is impossible to know an exact
> > result.
> > > Unfortunatly it is still impossible to make a 100% stable polygonal
> > > booleans, in general, for animation tasks it may be worth to use
> > voxelbased
> > > methods like vdb csg/ fracturing.
> > > Regards,
> > > Oleg
> > >
> > > вторник, 7 июня 2016 г. пользователь Morten Bartholdy написал:
> > >
> > > > I am working on creating fluid in a bottle where I would like to
> > animate
> > > > the fluid surface rather than simulate fluids, so I am looking at
> > animating
> > > > an object which I use to cut the fluid object with Implosias CGS
> > Booleans.
> > > > Unfortunately it seems they are no more stable than the built in
> > booleans,
> > > > resulting in the boolean object not being created on some frames. I
> > know
> > > > from the built in booleans that I can try and make small variations in
> > > > translation on the boolean input objects to fix this, but it does not
> > > > always work, it is finicky and I was hoping for a more solid solution
> > for
> > > > animations.
> > > >
> > > > So I was wondering if someone here know a way to get more stable
> > results
> > > > from CSG booleans or perhaps know about other workarounds to achieve
> > > > something like this.
> > > >
> > > > Cheers
> > > > Morten
> > > --
> > > 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.
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Re: Stable CSG Booleans in Implosia?

2016-06-07 Thread Oleg Bliznuk
It depends on how complex your csg is, my toolset was made mainly for
selfeducation purposes so it doesnot support many necessary stuff like
attribute transfer, normals correction on voxels-to-mesh conversion etc.
but for simple usercases it could be acceptable i think.

вторник, 7 июня 2016 г. пользователь Morten Bartholdy написал:

> Hi Oleg,
>
> Thanks a lot for the tips and insight. I have been testing the fracturing
> lately and it is a lot of fun :)
>
> I guessed there might not be a stable solution, but sometimes with tips
> and tricks things can be made workable, so thanks or those.
>
> You mention vdb csg - is this possible with your vdb tools for XSI?
>
>
> Regards
> Morten
>
>
>
> > Den 7. juni 2016 klokken 11:35 skrev Oleg Bliznuk  >:
> >
> >
> > Hey Morten,
> > To get booleans work more or less predictable you have to :
> > -triangulate your mesh (or have all vertices of each polygon to be in the
> > same plane so that polygon is mathematically determenible)
> > -get rid of all selfintersection, all double edges, all holes
> > Avoiding any of these cases makes it is impossible to know an exact
> result.
> > Unfortunatly it is still impossible to make a 100% stable polygonal
> > booleans, in general, for animation tasks it may be worth to use
> voxelbased
> > methods like vdb csg/ fracturing.
> > Regards,
> > Oleg
> >
> > вторник, 7 июня 2016 г. пользователь Morten Bartholdy написал:
> >
> > > I am working on creating fluid in a bottle where I would like to
> animate
> > > the fluid surface rather than simulate fluids, so I am looking at
> animating
> > > an object which I use to cut the fluid object with Implosias CGS
> Booleans.
> > > Unfortunately it seems they are no more stable than the built in
> booleans,
> > > resulting in the boolean object not being created on some frames. I
> know
> > > from the built in booleans that I can try and make small variations in
> > > translation on the boolean input objects to fix this, but it does not
> > > always work, it is finicky and I was hoping for a more solid solution
> for
> > > animations.
> > >
> > > So I was wondering if someone here know a way to get more stable
> results
> > > from CSG booleans or perhaps know about other workarounds to achieve
> > > something like this.
> > >
> > > Cheers
> > > Morten
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>  with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Stable CSG Booleans in Implosia?

2016-06-07 Thread Morten Bartholdy
Hi Oleg,

Thanks a lot for the tips and insight. I have been testing the fracturing 
lately and it is a lot of fun :)

I guessed there might not be a stable solution, but sometimes with tips and 
tricks things can be made workable, so thanks or those.

You mention vdb csg - is this possible with your vdb tools for XSI?


Regards
Morten



> Den 7. juni 2016 klokken 11:35 skrev Oleg Bliznuk :
> 
> 
> Hey Morten,
> To get booleans work more or less predictable you have to :
> -triangulate your mesh (or have all vertices of each polygon to be in the
> same plane so that polygon is mathematically determenible)
> -get rid of all selfintersection, all double edges, all holes
> Avoiding any of these cases makes it is impossible to know an exact result.
> Unfortunatly it is still impossible to make a 100% stable polygonal
> booleans, in general, for animation tasks it may be worth to use voxelbased
> methods like vdb csg/ fracturing.
> Regards,
> Oleg
> 
> вторник, 7 июня 2016 г. пользователь Morten Bartholdy написал:
> 
> > I am working on creating fluid in a bottle where I would like to animate
> > the fluid surface rather than simulate fluids, so I am looking at animating
> > an object which I use to cut the fluid object with Implosias CGS Booleans.
> > Unfortunately it seems they are no more stable than the built in booleans,
> > resulting in the boolean object not being created on some frames. I know
> > from the built in booleans that I can try and make small variations in
> > translation on the boolean input objects to fix this, but it does not
> > always work, it is finicky and I was hoping for a more solid solution for
> > animations.
> >
> > So I was wondering if someone here know a way to get more stable results
> > from CSG booleans or perhaps know about other workarounds to achieve
> > something like this.
> >
> > Cheers
> > Morten
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Re: Stable CSG Booleans in Implosia?

2016-06-07 Thread Oleg Bliznuk
Hey Morten,
To get booleans work more or less predictable you have to :
-triangulate your mesh (or have all vertices of each polygon to be in the
same plane so that polygon is mathematically determenible)
-get rid of all selfintersection, all double edges, all holes
Avoiding any of these cases makes it is impossible to know an exact result.
Unfortunatly it is still impossible to make a 100% stable polygonal
booleans, in general, for animation tasks it may be worth to use voxelbased
methods like vdb csg/ fracturing.
Regards,
Oleg

вторник, 7 июня 2016 г. пользователь Morten Bartholdy написал:

> I am working on creating fluid in a bottle where I would like to animate
> the fluid surface rather than simulate fluids, so I am looking at animating
> an object which I use to cut the fluid object with Implosias CGS Booleans.
> Unfortunately it seems they are no more stable than the built in booleans,
> resulting in the boolean object not being created on some frames. I know
> from the built in booleans that I can try and make small variations in
> translation on the boolean input objects to fix this, but it does not
> always work, it is finicky and I was hoping for a more solid solution for
> animations.
>
> So I was wondering if someone here know a way to get more stable results
> from CSG booleans or perhaps know about other workarounds to achieve
> something like this.
>
> Cheers
> Morten
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