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
> >
> >
> >
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