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…?

+1

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

+1 a nice addition.

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

What do you think Vlado? Does this seem feasible?

1 vote here as well

and 1 vote from me as well

Here is something that was done with VRayDistanceTex:

Best regards,
Vlado

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 ? :slight_smile:

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

Nice indeed.

I think that VRayDistanceTex is the most powerful feature, that I never knew I needed. :slight_smile:

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.

Is it possible to post the sample scene?

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

Best regards,
Vlado
distance_tex_boolean.zip (25.6 KB)

can´t render the file … go to frame 40 … start render … render starts … current task: Preparing direct light manager … and nothing happens … have to kill max

3ds max design 2011 64 bit
vray 2.00.02
windows 7 64 bit

any idea ?

Tryharder, try merging all the objects into a new file --worked for me.

Vlado, thanks for sharing this; it seems very powerful. But even still, I wouldn’t object if something like this was incorporated into the camera’s clipping planes.. :slight_smile:

Could be because I used the “save as 2010 file” feature in 3ds Max 2011.

About the clipping plane, it is not easy, because of the way it is calculated… I will think about it, but I can’t promise anything.

Best regards,
Vlado

Thank you.

Generating geometry from the camera seems strange to me, a material that would perform rendertime booleans would be more versatile. Something like what Vlado suggested but easier to set up (e.g. no need of include lists nor doubled objects), that works better with complex geometry and has extra settings like different mapping options for the new generated faces would be better IMO.