Hi Sven, in my projects i had to do lots of cuts of CADs object, and in XSI
i used slice PolyMesh in ICE (attach it to null for control), but without
automatic cap (it flicker too much) and then create poly from border edge.
that workflow alow me to do animated cut out without flickering and
artifacts

several moths ago i switched to Houdini, and i'm impressed how it works,
just now  making one cutout of animated valve with moving parts and it go
like a charm, totally recommendation.

quick example: http://g.recordit.co/lEs1G1NfQs.gif





On Mon, Sep 11, 2017 at 7:03 PM, Sven Constable <sixsi_l...@imagefront.de>
wrote:

> 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-bounces@
> 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-bounces@
> 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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