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…?
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…
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).
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
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..
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.