VRay Clipper Tutorial for 3ds Max – Everything you need to know about the V-Ray Clipper

Sometimes you need to cut away some geometry,
to show what’s underneath. And that can be a real pain, especially in
large scenes, with a lot of geometry. Today I’m gonna explain how to use the V-Ray
clipper, to cut away the stuff you don’t need. That’s coming up. Hello YouTube, I’m Kevin The Dane. You guys have voted, and it was almost unanimous,
so today we’re mastering the V-Ray clipper. If any one of you have tutorial requests,
I’d love to hear from you in the comments below. Now, back in the day, when you had to cut
anything, you’d slice it and cap the holes. A tedious task, especially for large scenes,
and depending on your geometry, you’d might have to do a lot of manual cleanup as well. But with the V-Ray clipper, the process have
become a lot easier. AND it is only applied at rendertime, so your
objects stay intact; and you thus have a non-destructive workflow. So let’s jump over into 3d studio max, and
give it a go. So, to create a V-Ray clipper, you go to the
create tab, geometry, select VRay, and VRayClipper. And then you just click somewhere to create
the clipper. Now, I’m just gonna center this. And let’s isolate it, and have a look. You see the arrow here on the top. This means that anything above the plane gets
cut away. So let’s exit isolation, and let’s just
turn on angle snapping, by pressing A, and rotate this 90 degrees around the Y-axis. So now we’re gonna cut right down the middle,
and one half of the car should disappear. Let’s open up the framebuffer, and start
the interactive rendering. Now, you see here, that the entire scene is
cut in half – including the ground plane. And that’s not what we want. So let’s exclude the ground plane from the
clipper: Exclude, doubleclick the GroundPlane, and OK. And the ground reappears. Now we have another issue: The car has been
cut, but the cut is this pink color. That’s the wirecolor of the clipper. We could simply change the VRayClipper’s
wirecolor, but I prefer to use a VRay material instead, so let’s apply a material to the
clipper. And the cut is now grey instead. If you don’t want the entire cut to have
one specific color, you can check Use object material, and each cut-surface will inherit
the material from its parent geometry. If you check Set Material ID, you can even
use multimaterials to further customize the material on the cut surface. Just set the material ID to 2, fx, and make
a multimaterial. For the sake of visibility, I’ll put a light
material in the second slot. And as you can see, the material on the cut
surface can easily be customized for each object, with only one clipper plane. Let’s untick this again. Now, you can see here, that light is shining
through to the inside the cut geometry. And while this may work fine for this car,
it might be an undesired effect in an architectural rendering of a building, giving false lighting
information. So you can uncheck Affect Lights, and the
light and shadows will behave as if the object was intact. You can even check Camera Rays Only and the
car will be intact in reflections and refractions as well. To demonstrate this, let’s just create a
thin box here. And give it a glass material. And exclude it from the clipper. And as you can see, the car appears intact
through the refraction. Let’s just revert these changes. Now, per default, the clipper also cuts away
light sources. If we uncheck Clip Light Geometry we can see
that the headlights appear again. This might be useful for architecture as well,
where you may cut away lamps in the ceiling, but you still want them to add to the overall
lighting of the scene. Now, the final feature here, is the Mesh Mode. This will allow you to use any mesh to cut
your geometry, as long as it is a closed volume. Check the box, and chose your operation method:
Subtractions cuts a hole, in the shape of your mesh, intersection does the reverse;
it removes everything not inside your chosen mesh. So let’s create a torus knot, and cut some
holes in this car! Choose the clipper again. We will replace the mesh with the clipper,
since we don’t want the mesh in the scene, and we want the clipper to align to the mesh
we created. Click Pick mesh, and pick the mesh. A little side note: Sometimes you need to
stop the interactive rendering, and restart it, to see the final updated result. The same goes when you create a clipper, or
if you exit isolation, while the interactive renderer is running. That’s it for the V-Ray clipper. Remember to throw in a comment below, if you
are looking for any specific tutorials, related to V-Ray or 3ds Max. And as always, don’t forget to like, subscribe,
share, tweet, whatever floats your boat. Aaaaaaand cut!


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