The UV handling is a bit sketchy. When the null gets above a certain size the UV crap out on part of the geo. A copied version of the exact same setup with identical sizes is fine...
Is there something particular I need to do to keep UV's intact? MB Den 20. januar 2016 kl. 13:49 skrev Morten Bartholdy <[email protected]>: > Dooh - got it working with Test Polygon inside Null. Would be lovely if I > could test if poly is inside another volume. > > MB > > > > > > > > Den 20. januar 2016 kl. 13:17 skrev Olivier Jeannel > <[email protected]>: > > > In Ice : > > Maybe Delete polygon inside null ? > > > > Get Null -> Test Polygon Inside Null -> (is element) Apply Delete Polygon > > > > On Wed, Jan 20, 2016 at 12:34 PM, Morten Bartholdy < [email protected] > > <mailto:[email protected]> > wrote: > > > I have a shattering and d emolition project going on and would like to > > > hide shattered bits gradually by animating a volume to gradually surround > > > them, or something to the same effect. My question is how to go about > > > hiding objects when they are inside a volume? Can I do that in ICE? I can > > > delete particles by volume, but how do I get from there to hiding > > > geometry? > > > > > > I have yet to explore the possibilities in ICE modeling, but it seems > > > there > > > is nothing in the way of an ICE boolean, and the old style boolean engine > > > can't cope with this geometry. > > > > > > Any ideas are most welcome :) - thanks! > > > > > > > > > Morten > > > > >

