View Full Version : clusters and passes
daniel77 08-29-2006, 02:32 PM Hey All!
This is a problem I have encountered a couple of times the last week when setting up passes in XSI. I have this object with some clusters so that I can assign different materials to different parts. Now I would like to make a pass and assign different materials to the objects once more. But in a partition you dont have acces to the objects clusters. Is there a way around this or am I misstaken. My workaround is to duplicate the polygons with keep original mesh intact.
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http://www.xsi-blog.com/?p=75
I don't have a workaround other than don't apply clusters to materials and instead use a mix2layer (or 8) to pipe different materials to the same mesh using a texture map... I've posted some other more detailed steps:
http://forums.cgsociety.org/showthread.php?t=233031
http://forums.cgsociety.org/showthread.php?t=174878
Ah... there was also post on XSIbase within the last year or so on using the texture layers somehow to make it work, but I can't seem to find it.
daniel77
08-29-2006, 04:18 PM
thanx man, helpful as always. I have used the wight painting before with great succes. But for quick and dirty stuff like loggo animations. I think the duplicate polys and hiding them in the passes is the quickest way.
CiaranM
08-29-2006, 06:50 PM
thanx man, helpful as always. I have used the wight painting before with great succes. But for quick and dirty stuff like loggo animations. I think the duplicate polys and hiding them in the passes is the quickest way.
How about splitting your mesh into seperate poly meshes and grouping them under a model? This will work well if there clusters are discontinuous e.g. a seperate mesh for each letter and will also work well with passes+overrides. Use the seperate components(delete) command.
shadowedge
08-30-2006, 02:40 AM
instead of using partitions to assign your new material to objects, why not use groups? get all the clusters you want, assign them to a group, and place your objects in a separate group. that way you don't have to duplicate your poly's and on top of that you can still apply overrides through the pass partions.
(the only drawback will be if you make multipass renders, where yo wont need these groups for other passes) >__<
I don't know if this is a useful workaround, but I hope itll be a good option for you. :)
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