I tried the Advanced Metalness but the result is not looking like i want. Look at this image and my settings, the line that he has in the face is metal and that's why I'm having this problem. And using Advanced Metalness, it creates a light in the face
I thought this would be easy, but I was totally wrong. Is there a way to get a ring of faces in mel, I figured out how to get an edge ring, but not a face ring. Pickwalk can do it, but that requires the user to select two faces where I only want the user to have to select one.
Hi, I got the list of faces and materials per face in order with this code: import maya.cmds as cmds #Obj to be iterated obj = cmds.ls("nameoftheobject") #Get number of faces total allFaces = cmds.polyEvaluate(objs,f=True) for faces in obj: print faces for face in range(allFaces): print face iteFace =…
If u have a mesh that looks like this when u enable face orientation, Is there a way to select all the red faces so u can flip the normals. Maybe an addon or script that can help with selecting all red faces or faces with opposite orientation? I have tried Recalculate outside for Normals. Doesn't work for very complex…
Good old times - Max 8 Select faces + Flatten Mapping = All the selected faces are mapped AND still selected so you can move them around instantly. Bad new times - Max 2010 Select faces + Flatten Mapping = All the selected faces are mapped BUT only the last mapped face is selected. So you have you re-select all to move…
I can't see that select faces with center is turned on in the first gif. I see that face centers are set to display, and the preselect highlight looks appropriate for whole face in the first, and face center in the second. I think it would be misleading to pre-highlight when in the face but if select by face center is on.