odf opened this issue on Oct 27, 2008 · 13933 posts
JB123 posted Wed, 18 February 2009 at 6:59 PM
Quote - > Quote - Hi ODF
Nice progress on Antonia. Will the toecaps be parts that can be switched off? and perhaps the brow as well.
Actually, I might leave that one as an exercise for the beta testers. :biggrin:
More seriously, at least two ways of hiding these parts come to mind.
The brows and the toecaps each have their own material group, which can be made completely transparent and hence invisible in renders. I imagine the final figure will come with a default material setup file that will make the toecaps invisible and use either a procedural or a hand-painted transmap on the brows.
If that's not enough, there's always the possibility to make some quick morphs to hide the brows within the head and the toecaps within the foot. The way this interacts with custom morphs will not be completely foolproof. If someone comes up with, say, a morph that turns the feet into hooves, there's a chance the hidden toecap geometry will resurface. But I guess that's not too serious a problem.
Speaking of caps: it just occurred to me that I could make a genital cap in much the same way as the toecaps. That could work well with - possibly see-through - second skin underwear and have the additional advantage of providing a slightly more modest default presentation of the base mesh. Anyone interested?
Thanks. Just wondering. I think it would be cool to have them as parts you could tick invisible/visible. I don't think the Transparency will make that much a difference to render time.
I think you only see a big jump when you introduce transmaps for things such as layered hair.
Also even the high-rez Antonia is fairly low poly so I don't think it will be an issue at all. My main concern there would be for making morphs as you suggested. Could you make the toecaps conforming? I don't really see any reason why not to but I guess there is one.