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  • Published 9 Mar 2022

Improvement for Mask Modifier

The first problem:

when using particle collisions, being per object and not having the possibility to use Facemaps or Vertexgroups, I am trying to use the mask modifier, however this would force me to have to duplicate the object without the modifier as it not only masks the Vertexgroup, but also hides the rest, the modifier should exclude the Vertexgroup selection from the evaluation, but not hide, the hide option should be optional.

Video example: 'video'

When you have a single object, it doesn't seem so problematic, but the problem is compounded when you have many objects in your scene.

It would also be interesting if the particle collision could support Facemaps so it would not be necessary to use the mask modifier.

And the second problem is:

Most modifiers support VertexGroups, but not Facemaps, so this is a problem, because when you have to work with certain faces of your object, these faces have shared vertices, and therefore the end result is to have more faces that you didn't want in your selection. A dirty solution would be to split the faces, but I think the ideal would be for modifiers where it makes sense, to enable the possibility to work with Facemaps, not only with VertexGroups.

Video example: 'video'

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Development Status: Open

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zebus3d
9 Mar 2022

1 Comment

Topeich

2nd problem could be a nice idea on it's own:

Polygon Groups should exist or simply "Anything Groups" whatever you select goes into a Group, edges, vertices or polygons or even mixed selections...

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