selection modifier
it would be handy to be able to create selection sets for faces/verts/edges in the modifier stack so that you can limit the effect of following modifiers to just that selection.
it would be handy to be able to create selection sets for faces/verts/edges in the modifier stack so that you can limit the effect of following modifiers to just that selection.
7 Comments
This should not be implemented as modifier, this would ideally be an objectdata property named "Face Groups" or even extended to include "Edge Groups", much like Vertex Groups currently. These could then be freely accessed by any modifier in the stack.
As far as I know this is already being tackled differently as part of Modifier Nodes by passing around results of operations, so it will likely neve be implemented.
* @Duarte Ramos * The beauty of having it as a modifier is that you could then work procdurally, as the modifier could have options such as select by normal, angle, trait, grow selection, checker deselect etc.
This would be similar to how max does it, and how houdini does it (but in a modifier stack rather than a node)
* @3d illusions * I believe something like that was proposed for modifier nodes, Normal modifiers would be able to output several face groups based on the preformed operation (like extruded faces or beveled edges) and there could be a selection node that would output faces based on a certain criteria and threshold.
* @Duarte Ramos * perfect, that's how houdini does it, group node if I remember correctly.
in modifier stack that would be hard to make UI wise
it is planned in mesh modifier nodes
* @Pawel Piotrowski * UI wise I was thinking perhaps add an extra dropdown to all modifiers that allow you to limit by a selection set, and the selection set would be defined in the selection modifier. This would allow you to have multiple selection modifiers that all write to a different selection set, or multiple selection modifiers that all add and subtract from an existing selection set.
Cant wait for mesh modifier nodes, hopefully that'll also spell the end of the need for two seperate modes (object mode and edit mode).
A vertex filter would be nice, but then modifiers need to be nestable as a tree not sure if that will make it better usable since that area is a small part of the screen.