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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