Join Brian Bradley for an in-depth discussion in this video The VRayClipper, part of V-Ray 3.0 for 3ds Max Essential Training.
- In earlier chapters of this course some of the videos featured slides that showed a cutaway view of a simple scene. And in this exercise we want to quickly walk you through how this scene was set up using the new to V-Ray 3 Clipper tool. Now we do already have, as you can see here, a side view camera setup that can be used to render the cutaway view for us. All we really need to do then is add the Clipper tool itself. To access this we need to be in the Geometry section of the Create tab, so that we can access the drop down and choose the VRay option.
Here, amidst a number of other tools, we find the VRayClipper option, which of course we need to click on in order to active Create mode. Given that the Clipper is created as a plane or helper object, orthogonal to the view in which we click, let's come to the left view port and left-click just once to create the Clipper object. As we only need a single helper here we can then right-click to exit creation mode. This very conveniently places our Clipper object at almost exactly the point we need. Cutting lengthwise down our building geometry.
If we switch over to our Side camera view and take a render though we clearly don't have a usable cutaway set up just yet. This is because the VRayClipper has directional functionality built into it. And by that I mean that it works in one direction only. Only geometry on the arrowed side of the Clipper actually gets cut or clipped away. Which of course means we need to engage our rotate tool and flip the Clipper object around by 180 degrees. Now when I render the Side view camera we do indeed get a nice cutaway effect, which I just want to save into our history list.
We can, of course, slide the Clipper toward or away from the rendering camera to include or exclude areas of geometry from the cutaway effect, even angling it toward or away from the camera in order to create something of a more unusual looking effect. Over in the Modify tab we gain access to the handful of parameters that are available for the Clipper. With the Enabled option being fairly self-explanatory. Affect lights though is interesting in that it tells the Clipper whether or not to affect or influence what the area lights in our scene maybe seeing.
For instance, in our saved render the area lights are only seeing or bouncing from the geometry that we are able to see in the cutaway view. If I'd unchecked that option though and take a render, you can see even in the light cache preview that we are now getting lots of red color bleed from a wall that has, in the rendered image, been clipped away. Let's just go ahead and re-enable that option. Camera rays only is a cool feature that essentially tells V-Ray to treat the Clipped geometry as a closed volume so far as reflection, refraction, and GI rays are concerned.
So for instance in our initial render it is pretty easy to see that our reflective torus knot is picking up reflections from the external black environment that we can see surrounding our room. What we won't be able to tell from this render is that the GI solution is also being influenced by the Clipping as well. If we enable the Camera rays only option though and take another render not only does the lighting change quite noticeably with red color bleed once again being present, but the torus knot in the scene now clearly picks up reflections from that cutaway red interior wall.
Again, very nice functionality. Use object material will use the material assigned to geometry in the scene to cap any holes created by the Clipping effect. So for instance, where we can see in between the polys making up this wall space here, enabling Use object material would close up the gap. We could also use the Set material ID option in order to specify a face material ID for the Clipper object and then use the IDs inside a multisubobject material to specify different filler materials for different objects in the scene.
With the Material ID option being used to specify the face material ID for clipped surfaces. The final, and very welcome piece of functionality found in the Clipper parameters is the ability to set Include, Exclude options for any objects found the scene. If I click on that and then tell V-Ray to Exclude the Dividing_Walls GEO you see that we now get a very different render indeed. The VRayClipper tool then, whilst simple in its execution, adds a welcome set of easy to use options that I am sure V-Ray users in 3ds Max will put to a wide range of interesting and cool uses.
- Using the new UI elements, Quick Settings, and revamped Frame Buffer
- Understanding color mapping modes
- Adding V-Ray light types
- Working with the V-Ray Sun and Sky systems and dome light
- Using irradiance mapping and light cache
- Working with diffuse color maps
- Making reflective materials
- Creating a translucency effect
- Using the new SSS and skin shaders
- Ensuring quality with image sampling
- Working with the adaptive subdivision engine
- Controlling the physical camera
- Working with FX tools such as VRayFur and VRayMetaball
- Stereoscopic 3D rendering
- Using Render Mask
Skill Level Intermediate
Q: This course was updated on 02/02/2016. What changed?
A: We added tutorials on the new 3ds Max camera tool, which replaces the defunct V-Ray Physical Camera. The author also includes a method for creating a V-Ray camera via scripting.
Q: This course was updated on 04/19/2018. What changed?
A: New videos were added that cover V-Ray 3.1 to 3.3 updates.