Jump to content
Sign in to follow this  
Didar

Method for this selection

Recommended Posts

Hello guys. so I have this simple scene. 

image.thumb.png.ad57bd7f4acfaaf6f99da269c52b7f95.png

imagine that is a river over a terrain. so how can I select only those landscape polygons where there is no river? so I can put grass for example. can we somehow do this without manually selecting the polygons in top view? maybe a faster and more precise method? because in large scenes with many objects this can take a lot of time. 

thanks. 

test.c4d

Share this post


Link to post

No, they are separate objects, so one can't know what the other is doing.

There is no way that I am aware of that is quicker than just drawing it in with the live selection tool in top view...

However, this is not the way to do this, as you will end up horrible jagged polys because your rivers topology has nothing in common with the terrain. You need to create the latter from the former ideally so the edge flows match...

 

CBR

Share this post


Link to post
  • Topic Author
  • Author of the topic Posted
    13 minutes ago, Cerbera said:

    No, they are separate objects, so one can't know what the other is doing.

    There is no way that I am aware of that is quicker than just drawing it in with the live selection tool in top view...

    However, this is not the way to do this, as you will end up horrible jagged polys because your rivers topology has nothing in common with the terrain. You need to create the latter from the former ideally so the edge flows match...

     

    CBR

    Thanks Cerbera. so you are saying I should not do this as some rivers with displacement for a good looking low poly map? I guess I can just select some polygons and put my grass, right? what it has to do with those different topology you are saying? 

    image.thumb.png.fa5736f00b2dbbc476afe594c0ebcf8f.png

    Share this post


    Link to post
  • Topic Author
  • Author of the topic Posted
    19 minutes ago, Cerbera said:

    No, they are separate objects, so one can't know what the other is doing.

    So can we combine them and then achieve this selection? 

    Share this post


    Link to post

    You can use fields...

     

    FS.thumb.png.e2efd1fb800ba02f1acf9b2c269f799f.png

    Share this post


    Link to post

    Although there were clues, you didn't mention this as being a low poly scene, so I assumed this was merely a starting point for something more realistic.

    But if you are trying to get the rough, low poly look, then it'll all be horrible triangles anyway, and so modelling rules in general, and the stuff I was saying don't really matter here, as you can mash anything into anything for this sort of scene, and it'll probably be fine.

     

    However, if it was me I would still start this whole thing from a single triangulated plane and the first thing I would do on this plane was make a poly selection for the river. Then I could just invert that (U,I) to  get the inverse, which is all the other polys.

     

    CBR

    Share this post


    Link to post
  • Topic Author
  • Author of the topic Posted
    1 hour ago, bezo said:

    You can use fields...

     

    damn... how you know everything Bezo :)) Thanks man

    Share this post


    Link to post
  • Topic Author
  • Author of the topic Posted
    On 7/4/2020 at 4:03 PM, Cerbera said:

    However, if it was me I would still start this whole thing from a single triangulated plane and the first thing I would do on this plane was make a poly selection for the river. Then I could just invert that (U,I) to  get the inverse, which is all the other polys.

    CBR

    So Cerbera, we have 2 options here. either low-poly or high-poly. I thought low-poly is always good looking, funny and more stylized for many animations. but I can also not choose that for the current work. here is what I got from sculpt:

    image.thumb.png.ecd85603dbada4fa2a9d622611b69c9f.png

    the question is not about selection anymore, I guess... first we select with the method Bezo provided and then easily apply the sculpt tool. it seems fine to me. but

    A- do you think it is a good method? or we have better options?

    B- if that is a good way to do it, can we make that a bit more automatic and faster? imagine we have a very large plane with nested rivers and everything. we need to do this over those many rivers and should even use smaller brushes for little branches. should I do all these manually? or maybe some tool can come in hand?

     

    Thanks 🙂

    Share this post


    Link to post

    Join the conversation

    You can post now and register later. If you have an account, sign in now to post with your account.

    Guest
    Reply to this topic...

    ×   Pasted as rich text.   Paste as plain text instead

      Only 75 emoji are allowed.

    ×   Your link has been automatically embedded.   Display as a link instead

    ×   Your previous content has been restored.   Clear editor

    ×   You cannot paste images directly. Upload or insert images from URL.

    Sign in to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×
    ×
    • Create New...

    FORUMS INFO:

    Dear members, we are aware of few more bugs that are still present withing the theme.We just wanted to let you know that we are working to fix them as soon as possible.
     

    NEW MEMBERS:

    Please be aware that we are manually approving all new registrations, due to spam prevention. Please be patient in case you cannot login right away, we will approve you within 12h or less if we decide you are not potential spammer. 

     

    Thanks for understanding! :cowboypistol: