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Instance geometry without displaying base object

4 ANTWORTEN 4
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Nachricht 1 von 5
Anonymous
494 Aufrufe, 4 Antworten

Instance geometry without displaying base object

I want to instance a polymesh, so I am creating it using an AtNode and instance it x times applying different matrices.

The instances are well displayed, but the initial reference mesh too. However I don't want the initial reference mesh to be displayed. How can I prevent this ?

AtNode *mesh= AiNode("polymesh");

... adding geometry to it ...

for (int u=0;u<10;u++)

{

currentInstance = AiNode("ginstance");

AiNodeSetPtr(currentInstance, "node", mesh);

... define transformation matrix mat...

AiNodeSetMatrix( currentInstance, "matrix", mat);

}

--> 10 instances are properly displayed at the proper location, however the initial "mesh" node is displayed too, so I have 11 elements displayed.

4 ANTWORTEN 4
Nachricht 2 von 5
Stephen.Blair
als Antwort auf: Anonymous

Set visibility 0 on the master object, and visibility 255 on the ginstances



// Stephen Blair
// Arnold Renderer Support
Nachricht 3 von 5
Anonymous
als Antwort auf: Anonymous

Works perfectly, thanks !!

Nachricht 4 von 5
cpz
Enthusiast
als Antwort auf: Anonymous

Hi , in reference to the person who asked about visibility of instances, and not the base mesh, is this solution for C4d as well? I can not seem to find the AiNode, that was referenced above , can someone please help with this,? thx PS where is the "visibility" switch/slider , thx

Nachricht 5 von 5
Stephen.Blair
als Antwort auf: cpz

@Craig Zuckerman This is more of a code-level question. Plugins like C4DtoA would do all that for you; often a plugin will use the base mesh as one of the instances, so it depends on what exactly you are rendering. Can you ask a new question on the C4DtoA space?



// Stephen Blair
// Arnold Renderer Support

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