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Nested Dielectrics as Render Time Subtractive Booleans

Posted: Sat Aug 29, 2015 1:58 am
by jfrancis
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I changed cheap glass to have 1 1 1 transmittance and Nd =1 and if I give it low nested dielectric priority it seems to work as a cutting object. I haven't seen this documented anywhere. Is this the thing Mihai was referring to here?

Re: Nested Dielectrics as Render Time Subtractive Booleans

Posted: Thu Sep 03, 2015 3:28 pm
by gotoxy av-media
thank you for sharing this!

munch

Re: Nested Dielectrics as Render Time Subtractive Booleans

Posted: Sat Sep 05, 2015 2:05 pm
by seghier
are you try that in studio ? Juan talk about something like that in the webinar and he showed an example

Re: Nested Dielectrics as Render Time Subtractive Booleans

Posted: Sat Sep 05, 2015 5:46 pm
by jfrancis
I had been trying to guess it since Mihai hinted at it at the bottom of this post:
http://www.maxwellzone.com/news/maxwell ... neak-peak/

But it has been presented and discussed elsewhere now.

I used the Maya plugin.

Re: Nested Dielectrics as Render Time Subtractive Booleans

Posted: Sun Sep 06, 2015 2:48 am
by seghier
thanks
i played with th settings and i got the same results :
transmittance 1 0 0 or 0 1 0 or 0 0 1
Nd =1
Attenuation : 1m
roughness :0
Or :
transmittance 254 255 255 or 255 254 255 or 255 255 254
Nd =1
Attenuation : 999m
roughness :0
nested priority : 0
and for other materials (opaque ; metal ; transparent ..... ) : priority : 1
https://www.youtube.com/watch?v=2KNVUqWO3Bo

i tried boolean with a mesh but some triagles were visible

Re: Nested Dielectrics as Render Time Subtractive Booleans

Posted: Thu Sep 24, 2015 7:37 pm
by ababak
Another interesting option is the ability to apply different textures and UV-maps for the intersection.

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Re: Nested Dielectrics as Render Time Subtractive Booleans

Posted: Thu Sep 24, 2015 7:45 pm
by jfrancis
Nice

Re: Nested Dielectrics as Render Time Subtractive Booleans

Posted: Thu Sep 24, 2015 7:55 pm
by jfrancis
It would be good to have all the general Boolean operations.

It would also be good to be able to do something about the mathematically perfect sharp edges one gets from render-time Booleans.

Re: Nested Dielectrics as Render Time Subtractive Booleans

Posted: Wed Oct 07, 2015 2:09 am
by seghier
Test Boolean : scatter and grass
useful to create some effects on rock ; wood ; Cheese ...

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Re: Nested Dielectrics as Render Time Subtractive Booleans

Posted: Thu Oct 08, 2015 11:04 am
by tom
Very creative! :)

Re: Nested Dielectrics as Render Time Subtractive Booleans

Posted: Mon Oct 12, 2015 11:51 pm
by seghier
thanks :D
I made some test and change material settings
the object with lowest nested dielectric priority :
Hidden from GI
the material settings :
ND = 1
Attenuation = 999 m
Transmittance : any color
Reflectance 0 : RGB = 0,0,0
Reflectance 90 : any color
Roughness = 100
the material give the same result as material with opacity / mask = 0 or matte material

Hidden from GI
the material settings :
ND = 1
Attenuation = 999 m
Transmittance : any color
Reflectance 0 : any color
Reflectance 90 : any color
Roughness = 0
The boolean worked fine

Not Hidden from GI
the material settings :
ND = 1
Attenuation = 999 m
Transmittance : any color
Reflectance 0 : any color
Reflectance 90 : any color
Roughness = 0
The boolean worked fine

Not Hidden from GI
the material settings :
ND = 1
Attenuation = 999 m
Transmittance : any color
Reflectance 0 : RGB = 0,0,0
Reflectance 90 : any color
Roughness = 100
The boolean worked fine

Hidden or Not Hidden from GI
the material settings :
ND = 1
Attenuation = 1 m
Transmittance : R or G or B = 254.9 and the two other values : 255
Reflectance 0 : any color
Reflectance 90 : any color
Roughness = 0
The boolean worked fine

if the object with lowest nested dielectrics was hidden from Gi ; is better to avoid its shadow ; but the intersection between the two objects don't receive lights from emitters or shadows from other objects ; and always black when the scene iluminated with emitters only