[Bf-funboard] ALT+B possible for cycles rendering?

Tiago Estill de Noronha TiagoTiagoT+Bf-funboard at gmail.com
Thu Apr 23 20:55:17 CEST 2015


I think that's what I did on the file I linked in my previous message about
this.

On Thu, Apr 23, 2015 at 3:21 PM, gandalf3 <zzyxpaw at gmail.com> wrote:

> It would be possible to make a nodegroup which could control a global
> "render area" with a few value nodes inside the group.
> Using a script to tack this nodegroup on the end of all material node
> setups wouldn't be too hard..
>
> Would something like that work?
>
> Of course, it would be nice if there was a more native way to do it.. ;)
>
> On 04/20/15 19:04, Adam Preisler wrote:
> > I know these tricks. I even know one that I invented myself, dunno if
> > someone already did it, but you can use Value 1.0 White Glass BSDF with
> IOR
> > 1.000 and through Light Path node tell materials to act as transparent if
> > the ray is Transmission. That is pretty cool for animating cutouts and
> > having a bit of freedom.
> >
> > But all this is based on materials. You'd have to alter a LOT of stuff in
> > the scene for this to work correctly on large complex scenes. Clipping
> > border for cycles would be amazing, but I fear it is not possible to
> > achieve given the implementation.
> >
> > 2015-04-20 22:02 GMT+02:00 gandalf3 <zzyxpaw at gmail.com>:
> >
> >> On 04/20/15 02:45, Adam Preisler wrote:
> >>> Hi you blender gurus!
> >>>
> >>> I am not sure how many of you are familiar with Clipping border (Alt+B)
> >> in
> >>> 3D View. It's pretty great for architects and I imagine many complex
> >> scenes
> >>> too.
> >>>
> >>
> https://community.secondlife.com/t5/image/serverpage/image-id/122837iAFB084CC2EE45883?v=mpbl-1
> >>> But it would be great, if such thing would work in cycles renderer.
> >> Try this: http://blender.stackexchange.com/q/2663/599
> >> Any parts of the mesh outside of the UV square will end up transparent,
> >> simulating the behavior of clipping border.
> >> Also see this question: http://blender.stackexchange.com/q/8600/599.
> >>> I know that this is a completely different topic, but since planar
> >> mapping
> >>> as opposed to spherical mapping of camera (
> >>> https://developer.blender.org/T34197), which I thought was almost
> >>> impossible to fix, has been fixed in blender lately, I'm giving it a
> try
> >>> here.
> >>>
> >>> Also I have to say, that spherical mapping was good for some cases, it
> >>> would be great to still have the option to switch back.
> >>>
> >>> MY QUESTION - is it possible to have cubical camera limits for example?
> >>>
> >>> Thanks,
> >>>
> >>> Adam
> >>>
> >>> Blender user since 2.36 and a czech student of architecture
> >>> _______________________________________________
> >>> Bf-funboard mailing list
> >>> Bf-funboard at blender.org
> >>> http://lists.blender.org/mailman/listinfo/bf-funboard
> >>
> >> --
> >> -gandalf3
> >>
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>
> --
> -gandalf3
>
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