How to render filled 2d slices of 3d object

can anybody give me a hint how to render a number of filled 2d slices of a 3d object as textures (sketched in attached patch)

Important for me is that the inner area of the sliced object is filled with a colour and that it is not only an outline.

I am sure there is an easy way to do this but I simply don´t get it.

markus

2Dslices.v4p (6.2 kB)

don’t know if that could be related?

theoretically, what your asking for isn’t implicitly possible
a mesh can be open (e.g. a sphere which is missing a top) in which case there is no volume that can be defined, and therefore no area.
even the smallest rounding error could cause this to happen on an regularly closed object.
there is nothing in the standard rendering pipeline which defines a volume, from which you can select a slice

i would suggest that you use a shader to select a thin slice of the mesh to be rendered. e.g. add the following to the constant shader before the return

col.a = abs(Pos3D*tSlice).x

i typed that a bit too fast
i meant

col.a = abs(Pos3D*tSlice).x < thickness

where you set thickness = small value (e.g. 0.01)

this will give you the outline of your slice
then you could try using normal 2D paint bucket fill methods to fill in the slice.