View Full Version : boolean with uvs
ZenTarzan 07-28-2006, 05:42 PM i have two sets of identical models i would like to composite together to create a cut away effect (by the way is there an f-curvable {not just on and off} visibility option?). so i have my full model textured and ready to render, and i would like to boolean a chunk out of it... so that the uvs match exactly. i did a test of this sometime ago, and i thought it worked fine, but now that i need to do it for real it won't work. the created mesh doesnt have any uv coordinates. am i missing a step, or is this not possible?
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grahamef
07-28-2006, 06:05 PM
so i have my full model textured and ready to render, and i would like to boolean a chunk out of it... so that the uvs match exactly. i did a test of this sometime ago, and i thought it worked fine, but now that i need to do it for real it won't work. the created mesh doesnt have any uv coordinates. am i missing a step, or is this not possible?If you are creating a new object (Create > Poly. Mesh > Boolean), then it doesn't inherit any properties like UVs. However if you are modifying an object (Modify > Poly. Mesh > Boolean), then it should work fine.
by the way is there an f-curvable {not just on and off} visibility option?Animate the transparency, using an override on a partition if necessary. Alternatively, perform the fade in your compositing program -- that way you won't need to re-render to adjust the timing.
ZenTarzan
07-28-2006, 06:13 PM
thanks... thats exactly what i was doing. sweet, xsi prevails yet again. about the compositing... i was just going to render a file with the booleaned mesh and then the same camera with the original mesh, and fade from one to the other... is that what you meant?
grahamef
07-28-2006, 06:22 PM
Yeah, that's what I meant. When you asked about f-curvable visibility, I thought you were proposing to do the fade in XSI.
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