Hi Erwin, as with the rest of functionalities you can't per face but per material. In the tracker there is an image with the UI highlights: http://www.pasteall.org/pic/show.php?id=9863
It's in the header of the "Physics" tab in the material panel (and it's on by default). Thanks, Dalai 2011/3/11 Erwin Coumans <[email protected]>: >>>think it can be usefull to have Collision by Face." >>There is a new checkbox by the Physics panel. Turn it off and >>collision goes away. > > It is not clear: is there still an option to turn on/off collision per > face? > That is a very useful feature we shouldn't drop I think. > > Thanks, > Erwin > > > > > On 11 March 2011 10:16, Dalai Felinto <[email protected]> wrote: > >> @Michael Williamson: >> "How do the changes affect GL view and the texture painting workflow?" >> It shouldn't affect the texture painting workflow. I haven't test it >> but the part of the UV struct I'm touching is barely used in Blender >> itself )other >> >> @Carsten Wartmann: >> "How is it working together with GLSL? [Alpha]" >> GLSL handles alpha differently (in 2.49 and trunk). AFAIK for a >> billboard in Multitexture and Facetexture we set the alpha to 0.0, >> while in GLSL the alpha has to be 1.0. I find this awful (UI-wise) but >> this is how Blender has been working since ever (?). I would love to >> make TextureFace and Multitexture to follow GLSL, it should be easy, a >> matter of doing a doversion and value=1.0 - value. But since this >> change has nothing to do with the patch it was left out. >> >> "Where is the "Collision" flag from the Face Textures is handled? I >> think it can be usefull to have Collision by Face." >> There is a new checkbox by the Physics panel. Turn it off and >> collision goes away. >> There is a part in the bullet code that is still checking for >> TF_COLLISION (old TexFace flag for collision). I haven't touched it >> yet, but it shouldn't matter. >> >> "I think you would also remove Texture Face as option from the Shading >> in the Property Shelf?" >> I'm for GLSL to support Texture Face eventually. Multitexture supports >> it (it always did). So if we remove it from the Options panel we will >> loose the functionality of not having to set a specific texture per >> mesh. It's useful if you have different objects sharing the same >> material but using different textures. >> >> "Beside this and my doubts about the time when to incorporate this I >> think your work is very valuable and simplifies things." >> It's always good to hear that. Please test with the collision and >> alpha suggestions above and see it it helps "solving" part of the >> problems. >> >> Thanks, >> Dalai >> >> 2011/3/11 Carsten Wartmann <[email protected]>: >> > Am 11.03.2011 13:16, schrieb Dalai Felinto: >> >> I didn't address backward compatibility, so I still would like to hear >> >> what is the best solution. I don't think an automatic conversion is a >> >> good idea (it would affect rendering, and split materials will likely >> >> get messy). So still looking for help into find the best alternative >> >> here. >> > >> > Just as addition: It breaks all my game engine tutorials for my book, >> > both in look (no alpha, no Add) and in functionality, I think because of >> > the missing collision by face. >> > >> > Carsten >> > -- >> > Carsten Wartmann: Autor - Dozent - 3D - Grafik >> > Homepage: http://blenderbuch.de/ >> > Das Blender-Buch: http://blenderbuch.de/redirect.html >> > _______________________________________________ >> > Bf-committers mailing list >> > [email protected] >> > http://lists.blender.org/mailman/listinfo/bf-committers >> > >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
