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Thread: Animated boolean? Oh help!

  1. #1
    Nothing ado about much Exception's Avatar
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    Animated boolean? Oh help!

    Oh help, boyoboy..

    so I wasted an hour with FI's fake boolean... and for the life of me i cannot reproduce the sample scene. I can't! It just won't! Howdiddydoit?
    I mean, I get stuff half disappearing, I even get a correct outside cut, but no way inside jose...

    I made exactly what the sample scene did, back transparent faces, the plugins set correctly, even copy pasted the objects from the sample scene into my own objects, and voila, they stop working!
    Arg!

    I tried to find Shift Boolean texture, but that one isn't around anymore...
    Anyone any suggestions for animated booleans?

    I'm going to cry now.

  2. #2
    Worms no more! Free fun! Dodgy's Avatar
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    It's on my website
    Howzat
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  3. #3
    Nothing ado about much Exception's Avatar
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    Howzat? Zat is awesome, zat how zit is!
    Thanks dodgy!

    Perhaps you can host BG Conform plus on there too, also one of those disappeared plugins.

  4. #4
    Nothing ado about much Exception's Avatar
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    Hey Mr dodge, that MGJulienneRT is awesome!

    I actually have been trying to find someone who can write a plugin that is very similar to it... I think it would benefit a lot of people...
    What it would do is split the selected polygons, like Julienne, but then the splitting occurs per polygon, rather than for the whole... So if I would have stencilled fifteen windows onto a facade for instance, I would be able to split those in one smooth go. Currently there is no easy way of doing this, or splitting it in three parts and so on... Julienne uses the whole selection to divide, and Bandsaw continues into polys you did not select...

  5. #5
    Worms no more! Free fun! Dodgy's Avatar
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    Should be easy to do I'll knock it up for you... And see if I can't find that background conform thingo...
    Push the software, don't let it push YOU!
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  6. #6
    Nothing ado about much Exception's Avatar
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    I have BG conform plus, but i know often people are looking for it.
    I'll send it to you...
    Also, how does this boolean texture work?

  7. #7
    Lightwave junkie stevecullum's Avatar
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    Have you got hold of 'shift boolean texture'?

    I used that - produces nice results, except animating can be extremely render intensive, depending on what is behind it.

    A much quicker way is to use the old flipped geometry trick as a matte object and a clipmap. For animtions it renders soooo much quicker!
    i7 X3930/32GB/Quadro 4000

  8. #8
    Nothing ado about much Exception's Avatar
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    Steve can you elaborate on that, I don't know how one would go about doing that...

  9. #9
    Worms no more! Free fun! Dodgy's Avatar
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    For Boolean texture, add it to both your objects as a clip map, with the exture referencing the other object. If object B is subtracted from object A, you'll need to flip the normals of B so that it appears in the subtracted parts. Then you'll have to experiment as to whether to set In or Out in the texture as I can never remember whether the In mean 'this object is solid Inside' or this 'object has air Inside', but addition is both In(or both out), intersection is both out(or both in) and subtraction is one in, and one out.

    As for the other. You just apply a procedural or image as a clip map, apply the same procedural/image to a copy of the object, which has a surface set flipped normals again, but also set to matte object, so it's one colour, then when it renders, the object will render the matte colour in the clipped areas... It's not perfect, but it's okay.
    Push the software, don't let it push YOU!
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  10. #10
    Lightwave junkie stevecullum's Avatar
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    Yeah, you basically use a duplicate of your model, flipped and turned into a matte in Layout.

    Here is the link that I used:

    http://www.md-arts.com/

    Its the cut-away tutorial.

    But you may not be able to use this technique anymore in beta if thats what your using as the the new cameras seems to have broken it!

    Worth a try though!
    i7 X3930/32GB/Quadro 4000

  11. #11
    Worms no more! Free fun! Dodgy's Avatar
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    There's a realtime polygon split tool on my web page for you excep, it doesn't do vmaps as yet, but I'm looking into it...
    Push the software, don't let it push YOU!
    My own plugins and work:www.mikegreen.name
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  12. #12
    Worms no more! Free fun! Dodgy's Avatar
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    The realtime split tool should now work fully with vmaps...
    Push the software, don't let it push YOU!
    My own plugins and work:www.mikegreen.name
    LaptopSetup:corei7 2.4GHz nvidia GT 650M 8Gig win8 64
    WorkSetup:core i7 3.4Ghz nvidia Quadro 2000 12Gig Ram Win7

  13. #13
    Nothing ado about much Exception's Avatar
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    That's awesome Dodgy, thanks!
    One small thing though, it crashed my modeler on the first try by filling in '0' as one of the values... screenshot attached. Tell me if there's anything I can do to help!

    Correction, it crashes 8.5 regardless of the newly input number.
    It does not crash 9, but it generates two errors, shown in the second screenshot, only when inputting '0'. Sounds like a missing "if 0 then go to the bathroom instead of splitting then eat cake."
    Last edited by Exception; 06-02-2006 at 01:39 PM.

  14. #14
    Worms no more! Free fun! Dodgy's Avatar
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    There's always one who has to put 0 where 0 was never meant to be!

    I've fixed this now. I also found that bug just after I added the vmap stuff, so that should be fixed too. As to whether it'll work in 8.5, I'm not sure, I'm not running 8.5 anymore Let me know if it does
    Push the software, don't let it push YOU!
    My own plugins and work:www.mikegreen.name
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  15. #15
    Nothing ado about much Exception's Avatar
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    Works perfectly in 9, works like a one-button crash machine in 8.5. When changing any of the values modeler immediately crashes. I kinda still like 8.5 better because of its stability versus 9...
    excpet for your plug then

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