09-06-2023, 10:36 AM
(This post was last modified: 09-06-2023, 10:37 AM by wilbertvandenbroek.)
Hi all,
In a previous post I asked for help regarding the performance of fuzz in Tyflow. Fortunately this is solved :-)
However I'm running into a new problem that has me quite riddled. A quick background on what I'm trying to achieve. I have a garment obj model that is exported out of Clo3d. I want to add fuzz to the entire model, specifically on material ID of my own choosing. I managed to create setup that does this.
It creates particles on set material ID's and also looks at the underlying material and UV's. I'm real happy with that result because it is simple and works on the whole garment, no need to separate mesh elements to add fuzz to for instance.
However, Clo also has things like graphics and prints. These are exported on top of your mesh for instance as a square or rectangular mesh elements. They have their own material with an opacity map thus creating the effect of a graphic on top of a garment / fabric.
The problem with this is that I don't want the fuzz to show up underneath the graphic. With my current setup the fuzz is poking through all my graphics and I have yet found a way to mask this out. As you can see in the screenshot, the pink graphic should not have fuzz or in this case the cubes. The graphics are separate mesh elements or separate objects.
Things I already tried. Position Raycast, didn't work because I need the opacity map of the graphic, not the mesh to be cut out. Density by texture didn't work because the uv's from the graphics differ from the base object that needs the particles.
My question, does anyone have an idea on how to mask out these graphics in my particle event?
I've attached a 3ds max file with a simplified setup of the issue.
In a previous post I asked for help regarding the performance of fuzz in Tyflow. Fortunately this is solved :-)
However I'm running into a new problem that has me quite riddled. A quick background on what I'm trying to achieve. I have a garment obj model that is exported out of Clo3d. I want to add fuzz to the entire model, specifically on material ID of my own choosing. I managed to create setup that does this.
It creates particles on set material ID's and also looks at the underlying material and UV's. I'm real happy with that result because it is simple and works on the whole garment, no need to separate mesh elements to add fuzz to for instance.
However, Clo also has things like graphics and prints. These are exported on top of your mesh for instance as a square or rectangular mesh elements. They have their own material with an opacity map thus creating the effect of a graphic on top of a garment / fabric.
The problem with this is that I don't want the fuzz to show up underneath the graphic. With my current setup the fuzz is poking through all my graphics and I have yet found a way to mask this out. As you can see in the screenshot, the pink graphic should not have fuzz or in this case the cubes. The graphics are separate mesh elements or separate objects.
Things I already tried. Position Raycast, didn't work because I need the opacity map of the graphic, not the mesh to be cut out. Density by texture didn't work because the uv's from the graphics differ from the base object that needs the particles.
My question, does anyone have an idea on how to mask out these graphics in my particle event?
I've attached a 3ds max file with a simplified setup of the issue.