I am working on a project right now where I need to able to flexibly cut geometry with the vray clipper, but I also need displacement detail in the clipped geo. As of right now the displacement is processed before clipping, which makes everything very flat. Most of the time I guess that is what you want, but I would like displacement to be applied after the clipping.
Can this be implemented, please?
Not necessarily related to this topic: - Chaos Forums
But both of these features would be not only a great benifit for my project, but I would need to do it in a different way if not implemented.
Working with GPU here btw.
Well the clipper doesn’t generate UV coordinates. I just tried to stick a triplanartex in the displacementmod but that doesn’t work either (for the clipped area), although my brain said it should. You might want to give boolean a try for your problem though.
Ahah, no it was a genuine question: What happens when a clipper cuts more geo?
Should it use, say, the shader displacement map if present?
So it’d have to clip first, and just like now it applies UVs to the new geo, it should try and displace it?
Just trying to wrap my head around how it should work. ^^
Something else you can try is to create a mesh with a displace modifier and the same displacement map (BUT inverted) and use that as a clipper mesh. Because this isn’t such a very heavy scene and heavy displacement I think this would be a good solution for you for now.
Not a bad idea, I was thinking that myself…but… I would have to change to CPU rendering then…as you said, it is not a heavy scene, so CPU should render fast too…but I hate switching LOL
it would also require me to just displace that certain area of chipboard, as I wouldnt need it on the other parts of the geo, but when the object changes and thus the position and size of the chipboard, I would have to make another clipping model for that…getting kind of complicated..
Ah I’m not a GPU render guy (not enough supported stuff that I use and my GPU just sucks > QuadroK4000) As to the other things you need to change when client requires something else, I’m not sure I quite follow but working with instances and or references should keep the work from getting complicated.
yeah, I guess you are right. If I work with modifiers and references, it should be fine. I do have to model every part though. As you can see it is very simple geometry, but it is made out of 7 sheets in every model, which I have to readjust if the client wants a different way of clipping. Multiplied by at least 5 different models. Using clipper would make everything so much easier.
I think it would be a good idea to implement displacement for clipped geometry, even if it is just from the material displacement slot.
devs?