Thomixioso
Pls can somebody write some nice mel for creating non-perpendicular clipping plane with soup nodes? Could be useful for compositing front/back layers. Description in jpg.
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pshipkov
Do you mean cutting planes functionality the way it is now but with non-perpendicular planes, or a hack mimicking that ?
Because the cutting planes is actually a render thing that we cannot modify easily, it relies on the camera clipping planes that we cannot touch too.

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Thomixioso
It is not so big trouble for me to solve this somehow..but could be interesting for future. Example: (in attachment) I have scene with plane, smoking from engine...and contrails coming from plane. This contrails is rotating around main smoke. The thing is to render contrails without main smoke, but with front/back masking, if you understand. So, I would like to cut contrails with clipping plane in its center and then render 2 layer- front and back. Then I can comp it together in 2D with main smoke.
So, how can I set this clipping plane for particles?

Thank you Peter, BTW....your Overburn is so helpfull in our project now. In fact, it is only way, how we can render long smoke trails in top quality. Normal fluids are unfortunatelly  impracticable.

Tomas.
                                                                                                                                                                                                                                       
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Thomixioso
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pshipkov
Glad to hear OB is helpful to you :)
You can do custom clipping i think but you have to get busy coding shaders.
Another Way is to place matte plane and render that way.

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Thomixioso
I would appreciate some "delete everything" bounding box soup node. Particles, geometry elements, lights and so on, would hide inside of this bounding box. This could "simulate" clipping plane.

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pshipkov
Geometry and particles - that is easy - we already can do that procedurally with the available SOuP tools, lights and other DAG objects - not so much. There is no procedural way to modify the DAG/DG.
It can be done to some point through scripting hacks, but there is 99.9(9)% chance you screw-up the undo stack and the scene itself.

Another approach is to use the pyExpression node and control with it light intensity and on/off switches of other nodes. So when inside some bounding objects you turn them off, otherwise they are on.

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noizfactory
Interesting... if you were using a renderman renderer like 3delight or PrMan then this would have been trivial to set up with its clipping planes.
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