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I am currently using a Boolean Modifier to animate half of object to disappear. I have already tried a fading away affect with a transparent Shader, but it takes about 5 hours to render each frame doing it that way.

Anyway, this is what happens when I render it. This is a quick test one, in low quality.

I am using cycles Render.

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  • $\begingroup$ Boolean Modifier often generates bad topology. To avoid this, you must be careful in many aspects (sadly it is sometimes inevitable). Would you mind taking screenshots of the topology? $\endgroup$ – Allosteric Feb 6 '18 at 2:15
  • $\begingroup$ imgur.com/a/N2lmq Here is a screenshot of the top layer. I know that is a lot of polys but the client kept asking for it to be more smoother. Each object was split from the original one when I finally created the design. $\endgroup$ – Marain Feb 6 '18 at 2:33
  • $\begingroup$ I do not feel comfortable sharing the original file/s as this is a job. Could you link me to a better way to animate the effect I am trying to apply here? $\endgroup$ – Marain Feb 6 '18 at 2:36
  • $\begingroup$ Booleans have issues with faces that are almost on the same place read the section on overlapping geometry in this link: blender.stackexchange.com/questions/34781/… seems to me that the cutting object could be a larger and simpler object. $\endgroup$ – user1853 Feb 6 '18 at 2:39
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    $\begingroup$ What do you use to bool the eye? $\endgroup$ – Allosteric Feb 6 '18 at 2:47
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I encountered this same problem today. I think the real solution is to use something like the cut-away shader mentioned in the comments, but there is a bit of a hack which worked for me.

Basically, if you play through the animation quickly, EEVEE is very useful for this, there are a relatively small number of frames where the boolean seems to have no effect at all. If you just jiggle the boolean a tiny bit, either by slightly changing the position, scale, etc., it will fix the problem. Then, you can just keyframe the change you made and keep walking though the animation fixing any problem frames.

This is definitely a hack, which is why using some other method is preferable, but it works well enough and is very easy. You will want to play back through the animation before rendering, however, as it is possible one of the new keyframes you introduced caused the boolean to have the same problem in an earlier frame. This happened for me on one frame, and after keying this away, the animation worked fine.

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I know this is old, but I had the same bug still in blender 2.82 while trying to cut out a section of an ocean modifier, thought I'd share my workaround. I found that jiggling the boolean didn't work in my case. What did end up doing the trick was just adding a second boolean with a new shape and parenting it to the buggy boolean target. The glitchy frames went away when I did this.

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    $\begingroup$ Hi. Thanks for the answer. Could you explain in more detail how you did that? Perhaps illustrate with an image or two. $\endgroup$ – Duarte Farrajota Ramos Jul 9 '20 at 11:30

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