Save hidden polygons for object from one session to the next.

I have a cylinder object and used Geometry Editor to hide selected polygons.

How do I save the "hidden" property for the polygons in the object from one session to the next.  Each time I re-launch DS, the hidden polygons re-appear.

 

Comments

  • You can save the selection as a selection set, then you can hide it (with the Geometry Editor active) by clicking the eye next to it in the Tool Settings pane. If you don't want to delete the polygons, or assign them to a group and attach it to a bone (for figures), or give it a new material and make that fully transparent (which still gets passed to and preoceesed by the renderer) then I think that's the only way of having it persistent.

  • PetercatPetercat Posts: 2,321

    You can save the selection as a selection set, then you can hide it (with the Geometry Editor active) by clicking the eye next to it in the Tool Settings pane. If you don't want to delete the polygons, or assign them to a group and attach it to a bone (for figures), or give it a new material and make that fully transparent (which still gets passed to and preoceesed by the renderer) then I think that's the only way of having it persistent.

    Can you remind me, you once told me how to avoid having Geometry Editor affect all items of the same type. How do I do that again?

  • Petercat said:

    You can save the selection as a selection set, then you can hide it (with the Geometry Editor active) by clicking the eye next to it in the Tool Settings pane. If you don't want to delete the polygons, or assign them to a group and attach it to a bone (for figures), or give it a new material and make that fully transparent (which still gets passed to and preoceesed by the renderer) then I think that's the only way of having it persistent.

    Can you remind me, you once told me how to avoid having Geometry Editor affect all items of the same type. How do I do that again?

    You'd need to make it a new model, e.g. use File>Save As>Support Assets>Figure/prop Asset.

  • Syrus_DanteSyrus_Dante Posts: 983
    edited September 2019

    Lately I made a test, created a primitive cube, with the Geometry Editor I was hiding one side/face/polygon (Geometry Visibility). Then I duplicated the cube with Edit>Duplicate>Duplicate Node. Now the duplicated cube not just inherits the Geometry Visibility but also will mimic all changes made to the original cube geometry visibility.

    My first thought was that this is caused by a bug of the Duplicate function that dosn't actual rename the cube object (just the label gets changed by adding "(2)" if you switch to the Joint Editor and use the Rename Node dialog you can see that the both cube objects are named the same). You see I'm descriping two bugs here and I thought the one is causing the other.

    But as I tested further by renaming the cubes I found that the identical object names wasn't the cause of this "Cross-Talk". The only workaround I had found was to export the current cube as OBJ and import it to have a new independent cube object. Must be some internal reference or data handling that is causing this misterious behaviour.

    The suggestion of saving a Figure/prop Asset will also work but for simple scene objects like primitives I would prefere not to save a new product like Figure/Prop into my content Library.

    LOL it reminds me of entangled particles in quantum physics. Einstein sayed its like ghostly remote effect but in the virtual 3D world I would use the term Cross-Talk becasue thats what a bug similar to this had been called in Poser.

    Post edited by Syrus_Dante on
  • Lately I made a test, created a primitive cube, with the Geometry Editor I was hiding one side/face/polygon (Geometry Visibility). Then I duplicated the cube with Edit>Duplicate>Duplicate Node. Now the duplicated cube not just inherits the Geometry Visibility but also will mimic all changes made to the original cube geometry visibility.

    My first thought was that this is caused by a bug of the Duplicate function that dosn't actual rename the cube object (just the label gets changed by adding "(2)" if you switch to the Joint Editor and use the Rename Node dialog you can see that the both cube objects are named the same). You see I'm descriping two bugs here and I thought the one is causing the other.

    But as I tested further by renaming the cubes I found that the identical object names wasn't the cause of this "Cross-Talk". The only workaround I had found was to export the current cube as OBJ and import it to have a new independent cube object. Must be some internal reference or data handling that is causing this misterious behaviour.

    Cross-talk is something different - this is DS using the same base mesh for all items derived from that base, it saves resources.

    The suggestion of saving a Figure/prop Asset will also work but for simple scene objects like primitives I would prefere not to save a new product like Figure/Prop into my content Library.

    LOL it reminds me of entangled particles in quantum physics. Einstein sayed its like ghostly remote effect but in the virtual 3D world I would use the term Cross-Talk becasue thats what a bug similar to this had been called in Poser.

     

  • PetercatPetercat Posts: 2,321
    Petercat said:

    You can save the selection as a selection set, then you can hide it (with the Geometry Editor active) by clicking the eye next to it in the Tool Settings pane. If you don't want to delete the polygons, or assign them to a group and attach it to a bone (for figures), or give it a new material and make that fully transparent (which still gets passed to and preoceesed by the renderer) then I think that's the only way of having it persistent.

    Can you remind me, you once told me how to avoid having Geometry Editor affect all items of the same type. How do I do that again?

    You'd need to make it a new model, e.g. use File>Save As>Support Assets>Figure/prop Asset.

    That's it! Thank you, Richard.

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