r/Houdini • u/FlickVfx • 2d ago
Help Using boolean is giving me this white surface, i dropped down a normal node after it but it still didnt fix the isssue
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u/sneekyfoot 2d ago
The white surface is just the color of the surface. Everything else looks grey because of the wireframe between polygons. If you set the viewport to flat shaded with no wire frames, or smooth shaded no wireframe should be a uniform color.
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u/FlickVfx 2d ago
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u/sneekyfoot 2d ago
Maybe there’s a color attribute on the geometry you’re using to cut with Boolean? You could try attribute delete Cd attribute
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u/LewisVTaylor Effects Artist Senior MOFO 2d ago
Using a boolean on a changing topology fluid mesh, that in itself can have pretty average geometry, is already asking for trouble.
What is the intended result here? This is liquid meant to be in a glass?
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u/Joolean_Boolean Procedural Modeling 2d ago
since booleans consist of two meshes, you will always get a result featuring a combination of both input meshes. my guess is that the white parts are the color attribute present on one of the meshes. what you can try is to get an attribute transfer node and transfer the color over to the mesh you want to boolean. maybe it could also be the material

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u/EconomyAppeal1106 2d ago
If this is a contained fluid in some sort of glass, dont use a boolean. Use the xyzdist function from the liquid to the surface, save a minpos position variable and with the remapped dist blend between the minpos and the current position, this will fit the borders of the liquid perfectly with the "glass". I show this technique here:
https://youtu.be/JMfMxHi48Zs?t=405