added some phong specular lighting to a normal mapped camera facing shader. the top and bottom spheres are actual spheres for reference all the others are just quads which in reality looks like... though enlarged somewhat. something a bit more subtle... probably not that subtle :) without the phong spec....
i'm sorting the faces, the modifier has a gizmo with position or direction options, if set to direction the order is set by z position of the face center in the modifier space otherwise it's set by the distance from the gizmo position. There are some oddities to fix, even though I sort the whole Face array within the mesh…
^ Thanks dude! Norman: Yeah, that might be because of it. Although I'm creating the face via vertexes in a certain order all the time, so i think sometimes its just the wrong order. So I'm going to try not to create a face, if the Normal.Z is < 0 (Flipped, I think), then re-create the face another way.
@throttlekitty Am I interpreting this correctly?: "...an object that has multiple per-face materials". Are you saying, for example, that you have a face on an object that has two materials assigned to it at once, or are you saying you have an object which has multiple materials assigned to different faces (but still only…
Its not actually randomly deleting faces its just deleting the original faces that was selected at the end after most of the operation is done, the jaggy edges come from the Random attribute of the transform Components.
a select intersecting faces mod for max..... operates on faces/polys/element with the option to hide "valid" faces/polys/elements... at the end I'm setting the min spacing of the emitter that generates the points that the mesh is created from. Have to say the trickiest part was finding a "decent" robust tri vs tri c code…
face sort modifier for max, some stuff doesn't display very well in max as it does in game https://youtu.be/whkiHoRX61E still some shearing problems between neighbouring faces sharing UV's that need to be iron out but much better visualization than without (mid vid)
Good stuff! How well does it work when combining objects have different materials, or pulling faces off of an object that has multiple per-face materials? I've been using a couple other scripts to avoid materials breaking (usually), but they don't do the fancy things yours does.
Added another tool to my Object Placer. I took some ideas from other scripts, and made my own version with a nice feature set I think. I also have a Freeform version, button above this one, that works on the faces of the actual objects and not the bounds. I would like to have the faces Highlight when you are on a Bounds…