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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