Feature requests for the tySelect modifier
#5
(02-14-2020, 05:40 PM)tyFlow Wrote: I think the best option would just be to duplicate your landscape, slice it at the level of the water, thus removing anything below the water, and then use that as your mesh selector. Then you won't get underwater parts influencing the selection. The selector will also run faster, because it has to process less vertices.

Well, this does work with a purely height-map based landscape, but as soon as there's something like a cave or other concave formation in the landscape, simply slicing downwards doesn't work, since now the geometry above would influence the selection just as well. Furthermore the plane is animated in its Z-position, so the slice would have to be linked to that - which, of course, is possible, but adds another step to the whole setup. Speed isn't necessarily an issue either, as I can just set the tySelect modifier (and whatever it drives) to "Render only".
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RE: Feature requests for the tySelect modifier - by Laserschwert - 02-14-2020, 05:50 PM

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