SubD + Quadface Tools. Live mesh analyses button
-
Turn it off. Paint your object with default material and then purge materials.
But yes an auto remove would save some clicks.
-
This is on my list of things to improve.
-
Great! Thanks!
-
It also overrides painted materials and doesn't bring them back. It does that to a lot of contexts too, so it's a bit dangerous to use.
A shame as it's an incredibly useful feature.
-
@jql said:
It also overrides painted materials and doesn't bring them back. It does that to a lot of contexts too, so it's a bit dangerous to use.
A shame as it's an incredibly useful feature.
Yea, figuring out a way to be able to restore original material UV is a challenge. It's best to use this in the modelling stage and not after you started applying materials.
-
@thomthom said:
Yea, figuring out a way to be able to restore original material UV is a challenge. It's best to use this in the modelling stage and not after you started applying materials.
I understadn, but my process is never that linear.
I always have to model with materials applied at some point, and sometimes after they have been UV unwrapped with wrapr.
Wrapr is very easy to use, but even so it's an extra step which, specially if you need to adjust your islands, may take a lot of effort.
-
@jql said:
after they have been UV unwrapped
I think that's not a good workflow with any application. You should unwrap your mesh once the topology is well defined. Unwrap on a mesh you are still refining/modeling/adding geometry makes no sense and will not work properly, regardless the software you are using to perform the mapping..
-
I know that. But I'm modelling as design iteraction not as reproducong sometging that I already know what looks like.
That requires remeshing and retexturing even after I think I'm done with it.
The biggest iasue is that this tool is active in every context. If you activate it, forget it and get out of a component and into another it removea materials of the new one.
This is one of the rare occasions where I'd like a tool to change the layer of a face. It could then use color by layer instead of depending on a temp material. On exiting the tool, every face in the tool's layer coukd revert to layer0. A user could also isolate the ngon layer and see where the cukprits are.
This layer system wouldnt affect materials or uvs of the correct faces.
-
Doing color by layer is a nice idea. Often one keep faces/edges/ on Layer0 - so it would interfere less with normal workflow. Gonna write that up in the issue tracker!
-
Nice! Thanks thomthom!
-
I'll sometimes copy the offending object into another file so that i can use this feature to find my mistakes without messing up the materials.
Advertisement