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    Hiding polygons in Render - take 2

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 22/04/2008 at 14:23, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   R9-R10.5 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      My current method of doing this involves setting the polygon indices of selected polygons (from PolygonSelection tags) to a single value. Basically, I'm turning the polygon 'area' into a singularity so that it appears to be hidden. When used with some generators, esp. HyperNURBS, the results are unpleasant (since it is using these singularities during subdivision).

      A Generator object plugin may be the answer - but I don't like it. I realize that this is exactly for what these types of objects are. I'm really unsure what snags may occur going this direction (such as for special parenting and conforming done by my plugin). For instance, the generator object takes an existing polygon object and does something to remove polygons - how is that going to affect the UV mapping?

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 23/04/2008 at 06:31, xxxxxxxx wrote:

        Maybe I got you wrong but couldn't you simply apply a transparent material to the polygon selection?

        cheers,
        Matthias

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        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 23/04/2008 at 14:51, xxxxxxxx wrote:

          Per-Anders over at CGTalk convinced me of that - but it must be furthest to the right to overtake other materials propely. I want to explore it further though to make sure that other Alpha/Transparency material channels on the object don't cause artifacts or odd results.

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