This dropdown is disabled and set to mesh name only in case a project doesn't use the UV Tile workflow. It is possible to choose between masking by UV Tile number or by mesh name. To exit the geometry mask click on the content or paint mask of the same layer.Īt the top of the Geometry Mask properties is a dropdown that controls the masking mode. To enter the geometry mask edition mode, simply click on the doted square at the right of a layer. The geometry mask follows the same logic as the other layer's contexts (like editing a mask or instanced properties). The Geometry Mask has its own contextual menu that allows to quickly select or deselect all its items but also to copy its values to another layer. By default it has no effect, meaning the layer is fully visible. The geometry mask is automatically available on any layer in the layer stack. Another benefit is that hiding geometry permit to paint on surfaces that weren't accessible before within a Texture Set, this avoids the need to split an object into several Texture Sets for example. It is also non-destructive as it doesn't store geometry information (like faces or vertices) but instead just the mesh name or the UV Tile number, so re-importing a mesh won't break the mask. This new tool is a better way of masking geometry than regular painting (or when using the Polygon fill) because it benefits from several engine optimizations. It is an evolution of the previously named UV Tile Mask that masked geometry based on UDIM numbers. The Geometry Mask is a new masking tool in the layer stack that allows to hide geometry based on mesh names or UV Tiles. For more details see the technical requirements. This release raise the minimum version supported of Ubuntu to 18.04 and MacOS to 10.14.
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