When I open the UVW Mapping, it doesn't let me do it myself, it just goes with whatever its set to, which is either, nothing selected or everything selected.
Sure. I'm using select color range in Photoshop, in the second picture I assigned different colors and you can see the "blended" pixels that don't get selected.
If you want to only push a portion of the mesh, make a selection before adding the Push modifier and that modifier will only act on the selection. You don't need to unweld anything.
Tulkamir: You can select with boxes, there's an option to alter your selection method, it's in one of the menus (and is a default keyboard toggle, something like Alt+Shift+S or similar).
I think he says "plausibly synthesized". That paint-selection thing is already in Photoshop with the "Quick Selection" tool :o Particles look cool though, and of course the bunnies.
you could tecnhnically select only one of the projected curves and split the mesh. from what i remember it would only cut the selected project curve and ignore the other one
Probably its tiled and then a mask is used to select where it appears. Only reason I can think that it might be a separate map is in case you wanted to selectively enable high resolution detail for close up shots, but then not require as much resolution in the base textures otherwise. I wouldn't fuss over all of that…
There is a "select" node. You could hook up an integer to it which would act like a mesh id. And the select node would allow you to specify a mesh for each id.
He means on the shape node of the object. Select the mesh, in the attribute editor select the shape node of the head. In the accordion tabs open up the arnold tab and enable displacement inside of there.