Chaos Corona Forum

Chaos Corona for Cinema 4D => [C4D] Feature Requests => Topic started by: steppes on 2023-03-22, 09:50:57

Title: Restrict AO and wireshader with Phong
Post by: steppes on 2023-03-22, 09:50:57
Hi Team,

it would be nice to have the possibility to restrict the AO- and the wire-shader with the phong-angle.
Title: Re: Restrict AO and wireshader with Phong
Post by: Beanzvision on 2023-03-22, 10:37:41
Hi there, are you able to share an example of what you mean?
Title: Re: Restrict AO and wireshader with Phong
Post by: steppes on 2023-03-22, 10:58:22
Please find the attached Picture.

I don't want the AO (or wireshader) on the cylinder (see phongshading on the right hand side) but only on the top part.

Phongshading is restricted by phongtag, so should the AO or wire shader.

In additon to that a restriction to an edge selection would be nice
Title: Re: Restrict AO and wireshader with Phong
Post by: Beanzvision on 2023-03-22, 13:01:02
Hi, thanks for that. Perhaps an include/exclude option might be useful. I can mention it and see what happens.
(Internal ID=1081944046)
Title: Re: Restrict AO and wireshader with Phong
Post by: steppes on 2023-03-23, 07:50:04
and by that, the wireshader would not show the triangles but a clean mesh
Title: Re: Restrict AO and wireshader with Phong
Post by: steppes on 2023-05-18, 13:01:59
Any news here?
Title: Re: Restrict AO and wireshader with Phong
Post by: Beanzvision on 2023-05-18, 13:48:32
Hi there, unfortunately, no other updates at this point. Once I have more news I will share it with you. :)
Title: Re: Restrict AO and wireshader with Phong
Post by: steppes on 2023-12-13, 13:58:48
again I want to use the wireshader restricted tu the phongangle. I think a wireshader without the ability to restrict it to something is pretty useless....

thanks for help
Title: Re: Restrict AO and wireshader with Phong
Post by: jojorender on 2024-04-10, 14:04:06
+1
Title: Re: Restrict AO and wireshader with Phong
Post by: Beanzvision on 2024-04-10, 14:47:06
I've brought this up again and we will look into it. :)