Better Way to Make a Triangular Mask and Keep Quads

I am currently making a cutaway of a plaster wall. My client wants that each layer reveals itself diagonally. I’ve modeled a lot of it and the current rendering is:

The above is a screenshot, the actual render is much more distorted because of the below reason (but you can still see distortions even in the above).

The problem is that the only way I’ve figured out how to get a diagonal cutaway is with a mask modifier. However, that requires adding 2 vertices along the plane, creating a triangle.

I’ve got a subd modifier on the piece so I can add some displacement texture. But the subd modifier is reacting badly to the triangles (obviously).

Anyone know of a more clean way to do this cutaway while still maintaining quads/proper UV mapping?

Thank you.

Don’t do this in 3D, render each layer in full and do the reveal in whatever compositing software you’re using

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Why cut the object? you could do the strips/masks with the displacement texture.

I only made one split but you could do more.

Edit
By adding more colour ramp masks and mix nodes.

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You know, for the sake of this piece I probably will just do that. Though am curious how this could still be done in case I run into more complicated scenarios in the future (i.e. not directly facing the camera and not having any shadows to deal with, etc.). Tks.

This is highly interesting and I am going to definitely be studying this node tree!

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If it can’t be done in compositing as @joseph suggested, the easiest way to do it in 3D without messing with complex shader setups is with booleans