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View Full Version : multiple textures and the split command


Erik Heyninck
12-30-2002, 04:44 PM
Apart from using Alpha, is there a better way to assign multiple textures to an object than selecting polys and use the split command?
Probably very basic, but it's better to not to create bad habits...

malc0lm
12-30-2002, 04:52 PM
If I understand your problem corectly this is my solution:

Select an area of polys and press Selection > Set Selection...
Name the tag to whatever you want...
Then add a texture to the object and type in the name of the selection under the Selection field under "general". Now that texture/shader should only affect the poly selection

Erik Heyninck
12-30-2002, 05:59 PM
That is indeed an option...yet: to assign two materials, I have to make a selection, set selection, name it, invert the selection, set select the inverted and name it, and then assign two materials and limit them by filling in the set selection's names.

What I did was also select the polys, then use the split command which creates a separate "object" with only the polys editable, and then assign to both objects a material. Apart from being able to use other commands like for example extrude and matrix extrude, there must be some disadvantages too, because your method will certainly be more "official".

I do would like to know what the disadvantages of my method are because I don't immediately see them right now. Thanks for answering.

Claudio72
12-30-2002, 06:47 PM
I think everybody use malc0lm's version because it's natural to do so .............. and it's faster and cpu/memory saving.

Your technique is instead usefull to do something else; maybe to add some noise to an objects in certain region without touching the original object.

Ciao
Claudio

Phasmatis
12-30-2002, 06:54 PM
Originally posted by Erik Heyninck
I do would like to know what the disadvantages of my method are because I don't immediately see them right now. Thanks for answering.

One disadvantage would be using hyper nurbs on those objects, it wouldn't work right.

Per-Anders
12-30-2002, 07:28 PM
you don't need to invert and name two selections!

simply make your selection tag, bung a material that you don't want on the selection on the object, don't give it any selection. then add your next material set to teh selction (it has to be to the right of the first paterial). ther eyou go.

any material on top with obliterate the material underneath unless it's limited to a selection in which case it will only obliterate the materials underneath within the selection.

so just one selection tag is needed :)

Erik Heyninck
12-30-2002, 08:07 PM
Thank you all. I've learned a lot, and I'm happy that my own finding is not that naive as I thought it might be.
I'll dig deeper in both now, and, amongst others, try out the probable hypernurbs problem.

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