sorry wrong gif i sent, here is animated cutout i want to show
http://g.recordit.co/FHSqM3VwL0.gif


On Mon, Sep 11, 2017 at 11:26 PM, Mladen Kevic <mladen.ke...@gmail.com>
wrote:

> 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-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/foru
>> m/#!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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>> > Senior Animator
>> >
>> > *FIFTYEIGHT*3D
>> > Animation & Digital Effects GmbH
>> >
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