Aaah yeah they are called implicit surfaces. Different paradigm.
PRman does them, any shape of them in fact. As well as maya fluids. Blobby particles are also implicits but just round ones.
I sufggest also mathematica as its very cool for implicit modelling. I belive cinema3d has a host of them too. Thing is tough the triangulator thet makes implicit surfaces is easy to do, its just potenttially slow. You can get code examples from NVIDIA.
As I remember there was no chance of failure of a boolean operation. In fact the boolean only appeared in the render.
Theres ALLWAYS a chance for boolean to fail (yes even implicits fail to sometimes create the limit surface the boolean thechnically dindt fail but the end result did), but solid modellers are VERY good normal users will never spot a boolean failure. IN fact booleans dont fail much in maya either IF and only if the user is making sure the environment is correct, see maya doent have theese checks.*
You can do rendertime booleans in mentalray and prman. They will allmost never** fail except when theres aopen side to them in wich case they will just make render artefacts
- for example i can not remeber when ive last failded to get a boolean to work when i have a surface thats actually clean and able to boolean. Cant remeber a situation where i couldnt clean the surface. Its just a matter of skill thats all. See its jut a matter of modelling something that can actually work.
** almost never means for you never if the surface is closed.