Non-orthogonal Camera Clipping in 3ds Max / Corona

Hi everyone,

I am looking for a way to perform a non-orthogonal clipping in 3ds Max (specifically for Corona Render).

The native “Camera Clipping” works perfectly for what I need (objects are hidden from the view but still cast shadows and contribute to the Global Illumination), but it is strictly limited to the camera’s Z-axis.

My goal is to align a clipping plane at a custom angle (diagonal or tilted) while maintaining the following behavior:

Visibility: Hide geometry between the camera and the clipping plane to see inside the scene.

Lighting: The clipped geometry must still be “seen” by the engine for GI, reflections, and shadows (to avoid the interior looking like an open-air scene or having black “hollow” sections).

Orientation: The plane should be freely rotatable, independent of the camera’s target axis.

Is there a way to achieve this using a specific tool or a shader-based approach (like a RaySwitch or Distance map in the opacity slot) that doesn’t break the light calculation?

you could try an object with a slicer material inside a rayswitch.

Thank you very much for your answer.
Indeed, it works when I apply this material to a plane positioned ( material you can see in the attachment) , oriented, and scaled as needed in front of the camera, but the render times become very long.

That is why I was wondering if it would be possible to rotate the clipping plane independently from the camera itself to be really efficient.
Thanks

Damien

I noticed that V-Ray Clipper is available in Cinema 4D with Corona, but it seems this is not the case in 3ds Max. Is there a particular reason for that?
Could it be a possible solution for these kinds of point-of-view issues?

Thanks

As mentioned above, one idea would be using Corona Slicer Mtl, which is Corona’s equivalent of V-Ray’s Clipper. There is no need for V-Ray Clipper in Corona for C4D or Max.
https://support.chaos.com/hc/en-us/articles/4956761514897-Corona-Slicer-Material-3ds-Max

Thank you Maru. I am indeed using the CoronaSlicerMtl inside a CoronaRaySwitchMtl (Direct visibility only) to keep the GI and reflections of the clipped geometry intact. However, unlike the geometric VRayClipper which has a native “Camera rays only” checkbox, using the Slicer material inside a RaySwitch drastically increases my render times (due to opacity/ray evaluation). Is there a more optimized way to achieve “Camera rays only” clipping in Corona without the massive performance hit?

Sorry, I missed the fact that you are also the thread author. :smiley:
I cannot think of any immediate solution, but I will look into it and let you know if I figure out a better way performance-wise.