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Adding 'Cap Holes' to the VrayPhysicalCamera's Clipping Planes...

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  • Adding 'Cap Holes' to the VrayPhysicalCamera's Clipping Planes...

    I often use the VrayPhysicalCamera's Near Clipping Plane to render sections of interior spaces. This can be very useful, however, you always see 'inside' of objects. While sometimes this is helpful, more often it's undesirable. So I either fix this in Photoshop, or instead use a 'slice' and 'cap holes' modifier on all the geometry, which gives the desired result but takes quite a bit longer to set up with a complicated scene with lots of objects. It would be great if the near and far clipping planes could treat geometry as if they were actually solid objects, by simply capping the exposed holes. (I've attached a few simple renderings of what I'm talking about). Would this seem like a useful feature to others? Or is there a better way to do this?

    Another useful thing would be if the near and far clipping planes had an Include / Exclude button that would allow you to specify different objects. So, let's say if I didn't want my ground plane to be clipped...or if I only wanted only the walls in my scene clipped...any thoughts...?
    Attached Files
    David M. Foster

  • #2
    +1

    I agree with you. It should be a good feature.

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    • #3
      +1 a nice addition.
      Set V-Ray class properties en masse with the VMC script
      Follow me for script updates: @ollyspolys

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      • #4
        +1
        And, it is lovely if render time boolean (CSG) is possible.

        OakCorp Japan - Yuji Yamauchi
        oakcorp.net
        v-ray.jp

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        • #5
          What do you think Vlado? Does this seem feasible?
          David M. Foster

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          • #6
            1 vote here as well

            Comment


            • #7
              and 1 vote from me as well

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              • #8
                Here is something that was done with VRayDistanceTex:



                Best regards,
                Vlado
                I only act like I know everything, Rogers.

                Comment


                • #9
                  Very interesting, Vlado. Is this simply the VRayDistanceTex in the object's Opacity map? But how did you achieve the orange color 'solid' look? It seems like an opacity map would only punch wholes into the polygons and you'd be left with hollow objects...

                  What am I missing ?
                  David M. Foster

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                  • #10
                    There is another sphere with another VRayDistanceTex texture which is sort of the inverse of the other distance texture (i.e. it's opaque where the other texture is transparent).

                    Best regards,
                    Vlado
                    I only act like I know everything, Rogers.

                    Comment


                    • #11
                      Originally posted by vlado View Post
                      There is another sphere with another VRayDistanceTex texture which is sort of the inverse of the other distance texture (i.e. it's opaque where the other texture is transparent).

                      Best regards,
                      Vlado
                      Nice work as usual vlado

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                      • #12
                        Nice indeed.

                        I think that VRayDistanceTex is the most powerful feature, that I never knew I needed.
                        David M. Foster

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                        • #13
                          I was amazed that it was possible with VRayDistanceTex.
                          It is an interesting puzzle.

                          But one problem was found while having tried.
                          hopes the option which makes VRayDistanceTex take VRayDisplacements into consideration.

                          Click image for larger version

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                          OakCorp Japan - Yuji Yamauchi
                          oakcorp.net
                          v-ray.jp

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                          • #14
                            Is it possible to post the sample scene?
                            for my blog and tutorials:
                            www.alfasmyrna.com

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                            • #15
                              Yes, here it is (3ds Max 2010).

                              Best regards,
                              Vlado
                              Attached Files
                              I only act like I know everything, Rogers.

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