View Full Version : How can I planar map a geometry only the top visible polys?
08-13-2010, 09:43 AM
I would like to have the texture to be planar projected from front side, that only those polys that are visible to camera are projected.
i.e. polys that are hided from others, that is not visible from camera angle, will not be projected.
Is there any way to do it?
or I just need to manually remove all those UVs?
08-14-2010, 07:04 AM
Perhaps do a camera-based selection first, then apply the material to those faces, then apply the shader projection? Not the smoothest approach, but I can't see why it wouldn't work...
08-14-2010, 06:20 PM
in the place 3d texture node under effects tab, look for a wrap option and make sure its not marked then in the pivot tab make sure display scale pivot is selected and then just move it so that the whole bounding box is only touching the one side you want it projected on.
08-14-2010, 11:09 PM
you can do a camera based selection but a faster way I usually do this is to select the middle point of the face at the top, convert the selection to faces (control-F11) and expand the selection until I get the faces I want selected. Obviously this only works if your topology is arranged like this:
But a camera-based selection is faster if you have a ton of polygons.
08-24-2010, 05:39 AM
thanks for reply first.
So here is my case:
I got some geometry overlapping:
and I try to simulate a real projection from the front.
when I got from simply planar mapping is like this:
What exactly I want is only the top layer to be textured:
the area underneath wouldn't be textured.
Just want to know if it is possible~
And face selection is a way, but I need to cut/split my polygons manually to get precise result.
It's hard when I got lots of case like this.
08-24-2010, 02:27 PM
why not just uv map?
08-24-2010, 02:27 PM
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