Platea (ENV) customisation wall or nothing

I recently bought Platea (Platea | Daz 3D). I am trying to remove some of the wall panels to expose doors and windows that are customisable, but after trying both wall sets I have found that it is not possible to delete individual panels by themselves. It seems it is possible to select them individually e.g. "sw_cap_s8" however after attempting to delete the Individual panel it seems everything in "PLT_Sw (2)" is deleted, with the same on the opposite side. I can only seem to have wall panels covering doorways or none of the structural arches loaded.

Is there any way to delete individual panels without deleting the parent object?

Comments

  • NorthOf45NorthOf45 Posts: 5,483

    You will need to bring the Geometry Editor into play. It can hide/delete polygons (can be made permanent), or define new Surfaces that can be hidden with opacity control in the Surfaces tab. The materials just need to be copied from the original onto the new surfaces, since all UV mapping is the same. You could also ceate new Face Groups to create new nodes (bones) that can be hidden in the Scene tab using the eye icon (eye-con?). Options...

     

  • marblemarble Posts: 7,500

    NorthOf45 said:

    You will need to bring the Geometry Editor into play. It can hide/delete polygons (can be made permanent), or define new Surfaces that can be hidden with opacity control in the Surfaces tab. The materials just need to be copied from the original onto the new surfaces, since all UV mapping is the same. You could also ceate new Face Groups to create new nodes (bones) that can be hidden in the Scene tab using the eye icon (eye-con?). Options...

     

    That's interesting. I assumed that creating or modifying geometry/material zones would make the original UV mapping obsolete.

  • VolvoB10MVolvoB10M Posts: 134
    edited February 2023

    It does not let me interact with the wall sections at all when geometry tool is selected.

    Edit: I have just found that editing the geometry has affected the texture it did work on after reloading the object (but will still not work on the walls). How do I reset the affected texture or is this permanently broken the texture file?

    Post edited by VolvoB10M on
  • As long as you didn't use any of the File>Save As>Support Assets options your chnages will be limited to that scene, though you may need to delete all instances of the item, and possibly then save and reload, to clear the memory of the changes. Note that, unless you break the link by exporting as OBJ and reimporting, you may have only one version of any given geometry asset in a scene - so you can't do different edits to two different wall sections if they are both the same basic mesh from the data folder.

  • NorthOf45NorthOf45 Posts: 5,483

    marble said:

    NorthOf45 said:

    You will need to bring the Geometry Editor into play. It can hide/delete polygons (can be made permanent), or define new Surfaces that can be hidden with opacity control in the Surfaces tab. The materials just need to be copied from the original onto the new surfaces, since all UV mapping is the same. You could also ceate new Face Groups to create new nodes (bones) that can be hidden in the Scene tab using the eye icon (eye-con?). Options...

     

    That's interesting. I assumed that creating or modifying geometry/material zones would make the original UV mapping obsolete.

     You are just re-assigning the geometry, not detroying it and re-creating it, so the UV maps do not change. I have done this several times, so I am not guessing. Just copy the entire surface that is used to be part of, and paste it into the new one.

  • NorthOf45NorthOf45 Posts: 5,483

    VolvoB10M said:

    It does not let me interact with the wall sections at all when geometry tool is selected.

    Edit: I have just found that editing the geometry has affected the texture it did work on after reloading the object (but will still not work on the walls). How do I reset the affected texture or is this permanently broken the texture file?

    I'll take a look at it myself to see what's what. As Richard said, as long as you do not Save Modified Assets, it isn't permanent. Anyway, you can always re-install if you ever make a serious mistake.

  • crosswindcrosswind Posts: 6,926
    edited February 2023

    VolvoB10M said:

    I recently bought Platea (Platea | Daz 3D). I am trying to remove some of the wall panels to expose doors and windows that are customisable, but after trying both wall sets I have found that it is not possible to delete individual panels by themselves. It seems it is possible to select them individually e.g. "sw_cap_s8" however after attempting to delete the Individual panel it seems everything in "PLT_Sw (2)" is deleted, with the same on the opposite side. I can only seem to have wall panels covering doorways or none of the structural arches loaded.

    Is there any way to delete individual panels without deleting the parent object?

    A single sub-node cannot not be individually deleted in Scene pane. It can be.. by using Joint Editor but it will not affect geometry as it's just a bone~ 

    Are these highlighted surfaces 'the walls' you want to hide?

    If so, why don't you just hide the nodes? 

    You certainly can delete the selected polygons in Geometry Editor but it's not really necessary for this case...

     

    Post edited by crosswind on
  • That solved it, thanks. 

    Do hidden nodes still put the same load on the hardware as if they were visible or are they not accounted for at all during the render?

  • crosswindcrosswind Posts: 6,926
    edited February 2023

    VolvoB10M said:

    That solved it, thanks. 

    Do hidden nodes still put the same load on the hardware as if they were visible or are they not accounted for at all during the render?

    The geometry data of hidden surfaces / nodes will not be loaded to VRAM of your GPU, as well as their independent textures maps. But they're still in RAM for sure~  For this scene, not a big deal~

    Post edited by crosswind on
Sign In or Register to comment.