FYI: seems to me the standard boolean operator in XSI 2015 creates a memory 
leak. Create a simple animation(sphere cutted by a box, animated as a cycle) do 
a flipbook over a few hundred frames and watch the memory consumption. Even a 
'Delete All' command or creating a new scene does not flush the memory.
The Implosia booleans (tested with 2015) don't have these issues btw. Nor the 
built in booleans in XSI 2011. 

How about a google doc or something like that, where we can add bugs and issues 
left in XSI for future reference? Just a thought. 
Sven   

-----Original Message-----
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable
Sent: Wednesday, August 30, 2017 10:50 AM
To: 'Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list'
Subject: RE: Animated booleans now and then

Thanks for the tips, guys. I may try the Implosia booleans next time.
Sven

-----Original Message-----
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: Tuesday, August 29, 2017 1:53 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Animated booleans now and then

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 <w...@fiftyeight.com>:
> 
> 
> Hello,
> 
> you can also try Implosia
> http://www.si-community.com/community/viewtopic.php?f=5&t=6373&hilit=m
> omentum 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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> 
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