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 liqu
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
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
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. пол
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 yo
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 make
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