Implosia is a good bet. Remember to triangulate your geo before doing complex booleans - it will be a lot more stable.
Other than that, I know it might not help you, but the new boolean engine in Houdini 16 looks amazing: http://www.sidefx.com/docs/houdini/nodes/sop/boolean Also Maya has lately gotten a couple of boolean plugins that look promising, although I have no idea about stability: http://www.hard-mesh.com/ http://lesterbanks.com/2017/08/new-live-boolean-plugin-maya/ //Morten > Den 29. august 2017 klokken 13:09 skrev wavo <[email protected]>: > > > Hello, > > you can also try Implosia > http://www.si-community.com/community/viewtopic.php?f=5&t=6373&hilit=momentum > its now free, You can create booleans via Icetree or sricptedOp vie the > PulldownMenu > > > > Am 8/28/2017 um 11:28 PM schrieb Sven Constable: > > > > ,, > > > > > 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 > > > > > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to [email protected] with > > "unsubscribe" in the subject, and reply to confirm. > > > -- > > > *Walter Volbers* > Senior Animator > > *FIFTYEIGHT*3D > Animation & Digital Effects GmbH > > Kontorhaus Osthafen > Lindleystraße 12 > 60314 Frankfurt am Main > Germany > > Telefon +49 (0) 69.48 000 55.50 > Telefax +49 (0) 69.48 000 55.15 > > _mailto:[email protected] > http://www.fiftyeight.com > _ > > -------------------------------------------------------- > ESC*58* > Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH > > _http://www.ESC58.de > _ > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. ------ Softimage Mailing List. To unsubscribe, send a mail to [email protected] with "unsubscribe" in the subject, and reply to confirm.

