Hi all, I've got a problem that I'm trying to find a scalable solution for - see the attached images for context. Similar to how the V-Ray clipper can clip within a mesh volume at render time, is there a way to swap (or override) a material within that volume without clipping the geometry? The reason this needs to be scalable is because the volume shape needs to be arbitrary, or may be animating, and making every effected material into a multi-sub would be prohibitively time-consuming considering how many images we need to get out.
I've also thought of doing this in post. Generate a mask from a VRayDistanceTex and the volume object set to not renderable, then render two versions of the scene - one with full materials and the other with the color paint materials.
I suppose this is similar in effect to doing a Union Imprint boolean and then swapping the operand material, but I'm hoping to find a less destructive method...
I've also thought of doing this in post. Generate a mask from a VRayDistanceTex and the volume object set to not renderable, then render two versions of the scene - one with full materials and the other with the color paint materials.
I suppose this is similar in effect to doing a Union Imprint boolean and then swapping the operand material, but I'm hoping to find a less destructive method...
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