when viewing obj in viewport , is there any feature like x-ray shading mode (like in maya) so i can see through the object.
i need this when modeling using grid SOP as imageplan/reference sketch ( not using display option/background).
thanx.
x-ray
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- metaclay
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- Simon
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Yes, just turn on the x-ray flag for the object. Put the network pane in list mode by hitting “t” and then you should see all the flags. The x-ray flag is the last column, marked “X”
If you want something more like a transparency you'll have to add a shader to the object that uses alpha in the opengl tab.
Hit “d” in the viewport to bring up the display options and go to the last tab. misc, turn on transparency. Then apply a shader to your object, go to the opengl tab of the shader and set the Alpha to something less than 1. This should give you a transparent object.
If you want something more like a transparency you'll have to add a shader to the object that uses alpha in the opengl tab.
Hit “d” in the viewport to bring up the display options and go to the last tab. misc, turn on transparency. Then apply a shader to your object, go to the opengl tab of the shader and set the Alpha to something less than 1. This should give you a transparent object.
The trick is finding just the right hammer for every screw
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- metaclay
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i just found out that it doesn't work with template flag .
in my case : i'm doing a sub-d modeling, where i left the display flag ON for the upper node to work on. And left the template flag ON for the subdivide node. In display options i set the non-selected to wireframe and set template to smooth shaded.
i cannot see the ref. image plan in background to match the shape and detail coz the subdivide node is not transparent.
should consider this feature.. it helps in modeling.
thanx
in my case : i'm doing a sub-d modeling, where i left the display flag ON for the upper node to work on. And left the template flag ON for the subdivide node. In display options i set the non-selected to wireframe and set template to smooth shaded.
i cannot see the ref. image plan in background to match the shape and detail coz the subdivide node is not transparent.
should consider this feature.. it helps in modeling.
thanx
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- Simon
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Try doing what I suggested with a shader only instead of applying it at object level apply it at sop level with a shader sop. Of course the real problem is to work on the cage and see the subd at the same time you can really only do it with a seperate window.
You can try this way - see attached hip file. You need to turn off selection highlighting to make it work. Then you have two shader one 100% transparent and one semi transparent. You display the edit sop with the 100% traansparent shader and footprint the subd with the semi transparent shader and footprint an ends sops that unrolls the cage to show you the edges.
You can try this way - see attached hip file. You need to turn off selection highlighting to make it work. Then you have two shader one 100% transparent and one semi transparent. You display the edit sop with the 100% traansparent shader and footprint the subd with the semi transparent shader and footprint an ends sops that unrolls the cage to show you the edges.
The trick is finding just the right hammer for every screw
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- metaclay
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thanx,
like u said, to use this method i have to use 2 separate windows, this way to avoid selecting the subd accidentally while try to select the cage elements (coz footprint flag is on which means it still can be selected on viewer).
the other problem , while appending the polyextrude to extrude edge(just before shop2/subdivide node), the new faces didn't have the shader information, so each time i have to move the shop1 down after polyextrude node just to make it right.
anyway thanx a lot.
like u said, to use this method i have to use 2 separate windows, this way to avoid selecting the subd accidentally while try to select the cage elements (coz footprint flag is on which means it still can be selected on viewer).
the other problem , while appending the polyextrude to extrude edge(just before shop2/subdivide node), the new faces didn't have the shader information, so each time i have to move the shop1 down after polyextrude node just to make it right.
anyway thanx a lot.
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