View Full Version : Selective object rendering
VFX_Nut 10-19-2007, 12:43 AM Hi Guys,
I want to set up a script that will allow me to define certain size parameters that are/aren't visible to the render RGBA.
For instance, I have a group of cubes of varying sizes. The cubes that are 50m square will not been seen by the renderer andall other cube sizes will.
Is this possbile with xpresso? and if so, where on earth would I start?
Cheers
VFX_Nut
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JamesMK
10-19-2007, 08:37 AM
Here are two possible solutions, but it could be done in lots of different ways.
First, the 'single_tags' type basically entails setting up one Xpresso solution for the first cube, with relative object reference, then you copy the tag to every cube that needs this feature.
Secondly, the 'hierarchy_iterator' type, with which you set one single Xpresso on a dummy cube, and set the rest of the cubes as children of the dummy. The expression in this case uses an iterator to step through all the children and set their render visibility according to their respective sizes.
See attachments:
VFX_Nut
10-19-2007, 09:12 AM
Ok 1 more question...
I have a cloned grid array of 50m cubes that is being distorted by a random effector. I only want the cubes that are being affected by this random effector (inc the cubes within the falloff range) to render. So as the effector moves through the grid the we will see only the cubes that are being affected rendered out and not the others outside the range.
Thanks in advance...all info is appreciated.
JamesMK
10-19-2007, 09:44 AM
Well, that's just a simple MoGraph matter - no Xpresso needed (see attachment)
EDIT: This is for R10.1 or higher. In this example, I used an empty Shader Effector to hide clones, but if you've got R10.5 you could instead use the simpler Plain Effector to do the same thing (less is more and all that...)
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