vklidu, first off, thanks for posting such a great technique right at a time when I am in great need of it for a project! Cheers for that!
However, I’m having some trouble with taking this technique to a multiple-part mechanical assembly. My issues seem to be in three basic categories:
1.) I’m getting illumination on my render layers that are used to determine which areas of the base image get the cross-hatch pattern overlayed, despite having isolated all my light sources to a single layer which is not included in these render layers. Of course, with these render layers, you want only the “insides” of the parts (that coming through white) to show up at all. Everything else you want completely black.
Here’s a screen grab of an example “Factor” section layer:
…see how the mesh is getting light from somewhere, but there are no lights at all included with this Render Layer!!!
- so how come I’m getting lighted faces on the outsides of my parts in these render layers, when there are (or should be) NO lights coming through at all? The only place I know to control this is in the layer buttons for the associated render layer, turning them on or off (or ctrl-click for z-masking). Is there any other way that lighting can get through, like with a parented or track-to relationship? I’ve coombed through these as well to verify that there are no “associated” objects that may sneak a light-source into this Render Layer.
This is resulting in overlay hatch patterns that look like this:
… obviously not the results I’m looking for! :no:
- on a side-rant, this is one of those hair-tearing, fist-pounding frustrations with 2.4x blender… that there’s some obscure setting hidden somewhere in a completely illogical location that’s causing unwanted things to happen in your output that somehow got set while you were experimenting with something totally unrelated, and now you don’t know what it is or what you did to enable it.
Another good example, by way of warning others trying this technique: DO NOT turn on “Full OSA” for the materials that you want to section. It causes the mesh edges to go gray on the inside faces for some borked reason, and really screws things up. Believe me, you’ll have pulled out handfulls of hair by the time you think to uncheck that option. GAAAAAH! (Yes, I’m nearly bald now.)
2.) I’m getting shadows on my base render layer from those areas that are fully alpha’d cast upon areas that are not. Is there a way to turn off the shadow casting of the “sliced-away” (alpha=0) areas of the meshes?
Here’s a screen grab of my “base layer”:
At the lower right corner, you see the knurled end of a non-sectioned part that disappears (as you go up) into shadow. I don’t want these shadows… any way to not have them here?
3.) I’m getting a lot of face artifacts where the faces of two assembly parts are “close” to being co-planar. (As an example, see the image above between the inner and outer sections.) Other than tediously editing the meshes themselves, is there a way to minimize this phenomenon?
Thanks in advance for any help or thots!