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    Hiding PolygonSelections from Render?

    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 01/08/2005 at 01:23, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   8.503 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      It is easy enough to hide PolygonSelections in the Editor. But is there any way to remove PolygonSelections from Render? Would this require some sort of plugin to do the processing pre- dura- Render?

      Thanks,

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 01/08/2005 at 05:51, xxxxxxxx wrote:

        The only thing you can do is deleting the polygons with a plugin. Hidden polygons cannot be "unrendered".

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 01/08/2005 at 09:45, xxxxxxxx wrote:

          That figures. Don't really want to delete the polygons as the idea is for them to be rerenderable if desired. 🙂

          The Alpha channel is right out unless there is a way to skirt around the possibility that there is already an Alpha map in place. Though, that does present an idea... hmmmm.

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 01/08/2005 at 10:53, xxxxxxxx wrote:

            yes, by deleting I didn´t mean destructively but rather only virtually with a generator or so.

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 01/08/2005 at 11:13, xxxxxxxx wrote:

              So, what you're saying is to create a generator plugin parent to the PolygonObject. The generator would then remove the polygons from the generated object (say, if the polygons are marked as hidden or something)?

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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 01/08/2005 at 11:20, xxxxxxxx wrote:

                yes, exactly. Isn´t that the effect you wanted to have? 🙂

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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 01/08/2005 at 12:13, xxxxxxxx wrote:

                  There are two concerns, though:

                  1. I've had bad luck with generator plugins and bone deformers in the past (one interfering with the other).

                  2. The plugin already has five auxilliary plugin tags as it stands (which is expected to increase with added functionality).

                  I'll give it a try and see what results. 🙂

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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 02/08/2005 at 22:29, xxxxxxxx wrote:

                    I've tried it, but I don't like the results so far. Simply removing the polygons (the process that I'm guessing works) isn't enough. In the process - moving the visible polygons into a tight array before calling PolygonObject->ResizeObject() - destroys the UVW polygons' associations.

                    ETA: Better idea - set the selected polygons vector indices to 0. That effectively makes them invisible. That simple! Yay! 🙂

                    Thanks,

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