Hi,
cannot get it to work because I have no idear
what to do ..........
A brief explanation to the workflow would help
thanks
Mike
please can anyone explain how the clipping material works
Moderators: ChrisHekman, aoktar
Hi Mike,
let's say you have two objects, a Sphere and a Torus, overlapping each other. If you assign the Clipping material to the Torus, it will be boolean subtracted from the Sphere, and you can assign a different material for the intersection: If you move the Clipping Material tag to the Sphere, it will be boolean subtracted from the Torus. ciao Beppe
let's say you have two objects, a Sphere and a Torus, overlapping each other. If you assign the Clipping material to the Torus, it will be boolean subtracted from the Sphere, and you can assign a different material for the intersection: If you move the Clipping Material tag to the Sphere, it will be boolean subtracted from the Torus. ciao Beppe
- jayroth2020
- Posts: 488
- Joined: Mon May 04, 2020 7:30 pm
The Clipping Material node is currently available from the node editor. Just add the node to a diffuse material (no need to make an actual connection). The diffuse material will then be updated as a clipping material. Select the clipping material node, and choose the replacement material to be used in the voided areas). As Beppe has shown in the screen capture, place the color tag before the clipping material tag on the object.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
- jayroth2020
- Posts: 488
- Joined: Mon May 04, 2020 7:30 pm
Still a work in progress...
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
You can also create the Clipping Material in Material Manager menu Create/Extensions/c4doctane:
Beppe
ciao
Beppe
is there any sense to make booleans within rendering engine and not as within make it as geometry ? Except animation of course.
Architectural Visualizations http://www.archviz-4d.studio
Hi Beppe,
hmm - haven't searched here.
But why its then not there as well?
Hi SSmolak,
haven't tested yet much, but I hope, this way
it works way faster and cleaner than with regular object booles.
Also for complex objects/hierarchies, geo booles often fails
and produces artefacts.
regards
Mike
hmm - haven't searched here.
But why its then not there as well?
Hi SSmolak,
haven't tested yet much, but I hope, this way
it works way faster and cleaner than with regular object booles.
Also for complex objects/hierarchies, geo booles often fails
and produces artefacts.
regards
Mike
Because I'm a human and forgot or ignored to add itmiohn wrote:Hi Beppe,
hmm - haven't searched here.
But why its then not there as well?
Hi SSmolak,
haven't tested yet much, but I hope, this way
it works way faster and cleaner than with regular object booles.
Also for complex objects/hierarchies, geo booles often fails
and produces artefacts.
regards
Mike
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw