Hi list,
I had several projects lately that involved animated booleans with CAD data, which is problematic sometimes. I used the old BoolTrace shader by Alan Jones but it has its drawbacks: With many objects, using different materials, it's hard to keep track of the shaders. Another problem was, that there is a limitation in the shader with reflections. Let's say you have a box and a sphere and the box is cutting the sphere in half. If another objects that is reflective, intersects the cutting volume (the box) it will reflect the box by it's primary rays. I assume that is because the shader interchanges primary and secondary rays under the hood. I could potentially get it solved by using passes/partition trickery or another shader to get selective reflections on object basis. However, this becomes quite complicated with a handful ob objects, all using different materials. On some projects I switched back to real (geo) booleans and fixed the "popping" of meshes by slighty adjusting the fcurves or cleaning the topology a bit, but its a hack. On another project I got away with slightly incorrect reflections using render time booleans. At the end it worked somehow but it was almost never elegant or straight forward. Is there an alternative to the (rather old) booltrace shader for XSI? Anything for redshift in that area? Last, not least, how do you approach animated booleans with complicated/heavy meshes nowadays? Thanks, Sven
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