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
> > > 
> 
> 

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