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Render Last Surface (inverted z-buffer?)

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  • Render Last Surface (inverted z-buffer?)

    Hi,
    I have an object made up of a large number of overlapping and intersecting meshes. V-Ray handles the geometry fine, but I'm looking to a way to see the 'last surface' not the first one.

    Image a stack of several mechs, one in front of the other (as seen from the camera). Is there any way to see the last mesh and not the first one?

    The reason I'm looking for this strange rendering solution is that the geometry is complicated and I cant manage to trim and sort the mesh so that only the 'last' surface is left.

    Any Ideas to solve this odd and most probably poorly described problem?

    See you
    Flo

  • #2
    Could you use a from the side projected transparency gradient?
    www.simulacrum.de ... visualization for designer and architects

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    • #3
      Hi Micha

      > Could you use a from the side projected transparency gradient?

      Maybe? Could elaborate a bit on how to get a 'side projected transparency gradient'.

      cu
      Flo

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      • #4
        I would try to project a transparency gradient from perpedicular to the view per Rhino planar mapping.
        www.simulacrum.de ... visualization for designer and architects

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        • #5
          A transparency gradient projected from above.

          Click image for larger version

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          www.simulacrum.de ... visualization for designer and architects

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