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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