I've a plane with a UVmap and a texture on it. The texture comes with a text. I want to see the text only on the front side, and see the plain texture on the back side. Is that possible?
Or, if there's any way to shift the position of the polygons I could simply duplicate it and apply a different material to it.
I'm having trouble with some of my animations. Althought they all work fine (there currently 4 individual animations based around click and play symbols) and the positions are correct on the stage, when I preview them or publish them, some of the symbols shift to a completely irrelevant position for no dicernable reason. When clicked, the animations all take place in the correct position and remain there.
Is it possible to setup a block so that an attribute position remaines fixed (absolute to drawing) when moving the block?
I've been playing around with creating a Coordinate Block by following these instructions: [URL] ........
What I would like is to be able to set the position of the Coordinate Label and Coordinate Object independently, so that if I move one in the drawing, it doesn't move the other. I've looked into Dynamic Blocks, and the "Lock Position" parameter. I can move the attribute independently, but still everytime I move the block, the attribute moves too.
Our company uses a custom Sheet/Coordinate system to follow flyoffs across a drawing, and I'm trying to learn how to automate the process. It's completely manually right now, so any changes to a drawing creates a lot of work renumbering these flyoffs.
Is there an easy way to ensure that the position of attributes on a block match the position on another block?
I just used the ATTIN command to upload a bunch of data to the block attributes on a drawing, and now the information is all over the place.
Instead of going through each one manually and repositioning the attributes (a VERY lengthy process), I want to use a "correct" version as a template of sorts to inform the other selected blocks of where to place the attributes and have it reposition the whole thing automatically.
I'm working with a SHP file that contains 56,000 polygons, but I want to export 18 of these that are relevant for my area. Is there an easy way to do this if I create a filter based on a unique data field?
In Xara Xtreme it was very easy to draw multiline polygons (closed or open), because the line tool used a single click to add a new segment to the already-drawn segments. Now, using Xara Photo & Graphic Designer 7 (which supposedly is the successor to Xtreme) the tool for drawing lines works completely differently and does NOT automatically join line segments to each other.
I am a Maya user who is trying to see if there is an equivalent menu item to convert a procedural texture displacement into a polygon mesh that no longer needs the texture?
Problem i encountered by attaching two objects together. These problems may occur only in the viewport, haven't tried rendering or anything, but it's still pretty annoying:
When i finished attaching the head to the body in a proper way, i mirrored that as well, and the polys don't blend in pretty well even tho i welded all points along the attach line
I mirrored half body and all these weird shadows appeared (they disappear when i activate turbosmooth).
All polys have same ID set and are all in the same shading group.
I found a nice model on the web but i just started out so got a few questions. The standaard model exists of 1 editable mesh that i converted to editable poly.
in Editable Poly - Polygon: Material IDs, I had categorized the model in 3 diffrent groups, i want to use these 3 groups to texture the model, each group a diffrent texture.
the problem is that from the moment i assign the material to selection, I only have 2 groups left; wich is the one i just textured and the other 2 meshed in 1 group.
the problem with that is that i can only texture my model using 2 diffrent textures. How can i "save" those groups?
I have modeled a banana with 220 polygons . ( I have applied subdivision surface to that).
So When I baking a texture for that , The unwrap modifier adds about 771 polygons and vertices to that and model takes about 990 polygons and will convert to a high polygon model.
So what should am I do ?
Is there any way to keep polygons count as 220 with texture applied to that ?
I started University a few months back and we are currently doing an assignment with Max. Now we arent allowed to use Unwrap UVWs cos apparently thats too above us at the moment so we have to apply a texture, and then apply a UVW map. However, I know it is possible to apply a texture to selected Polygons but how do I actually go about doing this as every time I try, it just applies the texture to the whole object.
I have a drawing with 2 Data Connections: 1. Census Block SHP file from the Census Bureau and 2. an SDF file I created from GPS point locations. The question: Is there a way I can query the relationship between these 2 layers and have it report which census block each point is in?
For my job here I have a contoured map of a sand structure. I have converted that entire 2D map into a 3D map. Showing the elevation of the contours relative to the surface. I need to know how you can hatch or fill in with color the 3d polygons that are shaping the subsurface. When i try to hatch it, it works but it just pastes it at the surface at Z:0 and even if i bring that hatch down it won't form to the multidimensional polygon that i am trying to cover. Here is a pic of what I am trying to do.
The green / blue is the fault plane i have been able to plot as well as shade in using 3D Face, but the problem I run into for the RED contour lines is that they are arcs and when i use 3D Face it doesn't allow it to bend to conform with the arc shape.
I'm having trouble with shading objects I imported from SolidWorks using SimLab's plug-in. My problem is two-fold:
First, the polygons appear to have bizarre twists and bends in them, but there are no corresponding edges to create these deformations. Also, Maya thinks all the faces are planar. I tried cleaning up the objects and it yielded no results. These weird twists appear in both the work space and when rendered. I have tried deleting overlapping edges, but it didn't work.
Second, when I try to apply a bump map to my objects, they don't work. I tried using a noise and a fractal bump map and neither appear on the rendered image. However, the Brownian bump map works. I have tried creating other objects in the scene and the noise and fractal bump maps work just fine on those, just not on my imported geometry. I figured out a brute-force method to make the bump maps work - I delete a polygon and use the append tool to create a new polygon - but I have over 110,000 polygons on this thing.
I'm working on an 8-core MacPro running Windows 7 64bit with 32 GB RAM and two GeForce 9500GT video cards.
Is it possible to lock some polygons in a object and when e.g. twist it a little bit? I'd like those polygons to keep their shape while rest polygons deforming.
I've create a large scene with a lot of mrPoxy trees. I realize now that I need a velocity map and some volumetric lights for post, and the scanline render seems like a better option. Is there a way to get these mrProxy objects to render with the default scanline engine without changing there position?
I'm trying to model a chair, however the texture near my pillow edges are distorting. I understand its got something to do with my polygons but how do i fix this? I want the texture tiling to match around the whole pillow if that makes sense.
I have a bit of a pickle, I am doing some models for Skyrim, I now have the mesh imported, have already done some modifications to it, but fot the parts that are going to beng I need to turn some polygons into faves(three sided) so they would bent better.
I have this .sdf-file with 5 patches of forest. When i try to export this file to a .shp-file only 3 of the 5 polygons are exported. For the export i used the bulk copy command. why only 3 polygons are exported?
I have included a .dwg with polylines of the 5 patches. The .sdf file could not be attached.
On my file I have some polylines that are the streets. So, they look like rectangles and curves, etc. I am working also on a 3D Model, and what I have to do next is to extrude them. The problem is that those polylines are not polygons, and so, they are not solids when I extrude them. I tried to use the command BO but it says that the lines are not closed, and I checked with OSNAP and they are! Is there any way to convert those polylines into polygons?
I am working on a project using polygons—a pentagon, specifically—and I want all of the sides to be 2 in. The radius doesn't matter to me. I can't figure out if there is any way to do this. I am using CS5.
I am building a compass rose by using the star tool with 4 points and adding straignt lines from the end points to the corresponding end point. Ultimately, I'll replicate the whole image with some scaling, copy it 3 times, and rotate each 22.5 degrees to create the final rose.
I want give some 3D effects by shading half of each point on the star but it's actually a polygon (the star) with a straight lines splitting the points. To shade I need to have the star actually be 8 triangles that I can fill (4 of them).
Other than tracing to create one of the triangles (and then do some replacation and transforms to locate) is there another way to convert to star polygon and the straight lines into the triangles?
When I plot to PDF, polygons plot with dark lines radiating from points along it's boundary, (see attached). If plotted correctly, the polygons should have a uniform appearance. What I have learned so far:
It only happens with transparency turned down in the style.I tried several methods including Adobe, DWG to PDF, PDF Report Writer, and Vadim PDF Writer.It was plotted from a different machine, same result.It was plotted by a different user, same result.It happens with other drawings.It also happens with solid hatches, but does not seem to be as bad.It does plot to the plotter correctly, at least!
I have a drawing (.dwg) file. It is having so many polygons created by polyline. I want to fill up those polygons by a color. How can I do the same in AutoCAD?
Is there a way of trimming an SDF or SHP file with multiple polygons within a boundary buffer zone, but keep the entire of all of the crossing polygons.
I have managed to create a feature overlay for the trimming selection but the 'Union' command creates a new layer with all of both SDF files I'm comparing, not just the ones within the buffer zone.
Is there a way to draw a shape WITHOUT anti-aliasing? It doesn't have the option like all the other tools. I've wondered this for years but never bothered asking anyone.