Real-time scene clipping lets you inspect the volumetric properties of things easily. Unlike in polygon engines, this feature has a rather low performance cost in AE.
It can be very useful in video games, medical software, in architecture and design, in simulation and visualization tools for the mining industry, etc.
The cross-section renderer interprets volumetric information with different colors or uses interpolated surrounding values if no volumetric information is present (see the first concrete building vs. the bricks, mortar, plaster and debris in the last building). The straight edges of the clipped geometry are caused by a local approximation of the clipping sphere by a plane (that’s a quick hack, it won’t occur in a future implementation).
A set of detail-textures or some detail-generator would make the interpolated cross-section look perfect (other engines usually do just that).
The first scene is one of the scenes demonstrated in the recent dev-blog:
All has been shot on a XMG P722 notebook (made in 2012).
I’m now working full-time on this project and you can help me keep it alive:
For more visit the AE homepage:
Thanks for your time!
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4 months ago 00:00:11 1
Aerodynamics of a cow
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Dev Diary | Advanced Rendering and Realistic Game Environments