evanrudefx Posted January 4, 2019 Share Posted January 4, 2019 (edited) Hello! I am stuck trying to solve a problem. I have these aperture like petals that I want to disappear in a physically impossible way [see gif]. https://gfycat.com/skinnysneakyjaeger You can see in the photo I accomplished this using boolean. However, I cannot keep using boolean because it is affecting my material. I have a rest position on the "petals" geometry to keep the texture in place, but when the "petals" geometry starts getting deleted by the boolean sop, it starts making the material freak out slightly. My second idea was to use the same geometry I used for the boolean [third photo] but instead make it a have a matte material instead of boolean. This works, but it starts cutting out other geometry in the scene. Is there a way to make it so the object with a matte material only affects some of my geometry? Is there a better way to solve this problem? I want to avoid rendering out the petals geometry in separate passes. I also need to trick the visibility for some gears too, so I don't want 50 render passes. Thanks Edited January 4, 2019 by ejr32123 Quote Link to comment Share on other sites More sharing options...
Noobini Posted January 4, 2019 Share Posted January 4, 2019 here's a proof of concept...admittedly, my setup is ideal...it is centered while yours is off centre....but maybe you can wrangle your way around and make it work...in simple terms...it's just a 'clamp'. Use the explode to observe the effect. vu_camshutter.hiplc Quote Link to comment Share on other sites More sharing options...
anim Posted January 4, 2019 Share Posted January 4, 2019 you can just use opacity in the shader to mask out the parts that are outside of your circle, using object or world space P for example or just a projected circle Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted January 4, 2019 Author Share Posted January 4, 2019 (edited) thanks for the answers. what anim said about opacity in the shader sounds good but I'll have to figure out how to do that. Not sure if the first method would work. Seems like it would make the texture stretch. Edited January 4, 2019 by ejr32123 Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted January 7, 2019 Author Share Posted January 7, 2019 (edited) @anim could you possibly post an example (or a more detailed explanation)? I have been messing around but I can't get anything working : ( what you are saying definitely makes sense I just can't figure out how to do it. Edited January 7, 2019 by ejr32123 Quote Link to comment Share on other sites More sharing options...
anim Posted January 8, 2019 Share Posted January 8, 2019 here is an example with multiple holes of different position, rotation scale all petals are packed and reused among holes so it should be efficient even with thousands of them, the masking is happening only in the shader with the help of some attributes from SOPs to get the correct circular projection ts_mask_by_opacity_.hip 2 1 Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted January 8, 2019 Author Share Posted January 8, 2019 Thanks, this is perfect!! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.