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View Full Version : out-mesh TO in-mesh ???


kiaran
07-24-2003, 05:46 AM
Hi,

I've got a problem. I would like to have a smoothed duplicate of my model to place on a separate layer so that I can toggle it's visibility on and off while I work. I connected the 'out mesh' of my non-smoothed model to the 'in-mesh' of my duplicate. The connection works fine. When I pull on any verts in the low-poly the high-poly updates fine. My problem is that I can only view the smoothed version in wireframe, it will not display shaded.

As soon as the out/in-mesh connection is made it turns into a wireframe and no amount of messing with the display options in the attribute editor will give a shaded display:scream:

This is really hindering my progress and the deadline is looming.
PLEASE HELP!!

Thanks,
Kiaran

MasonDoran
07-24-2003, 10:30 AM
assign a shader to it

kiaran
07-24-2003, 08:05 PM
That works. Strange though that I have to reselect and assign all my materials. I never noticed that the material nodes disappeared. So I pose another question...

Does anyone know how to connect the lowpoly to the highpoly and retain the shader assignments?

Thanks for the help, 2byts.

MasonDoran
07-25-2003, 06:37 PM
it sounds very unusual....if you have them both assigned to the same shading group....before u make the connections...i dont think it should delete the shader.

kiaran
07-26-2003, 12:11 AM
The shader is not deleted, it's just disconnected. I had to go in and select faces and reassign the shaders to the particular parts of my model (shoes,face etc). It's quite a lengthy process for the particular character I'm working with.

I don't understand why this is happening. I tried a little experiment where I took a poly cube, duplicated (with default settings) then connected the 'out-mesh' of 'pcube1' to the 'in-mesh' of 'pcube2'. It worked fine, the second cube retained all the shader assignments.

Oh well, I did it the long way but I hate it when things don't make sense.
Cheers:hmm:

MasonDoran
07-27-2003, 09:03 PM
ahhhh.....ok now.....you had individual faces assigned to the shader....thats a big differance for how maya works with nodes.

what u are doing with the in-out mesh is actually changing the geometry....u could literally transform an 8 sided cube into 10k model just with this connection.

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