Primitive order and rotation

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Hi! I need to divide the incoming geometry into square primitives and create groups in staggered order. The problem is that the order of the divided primitives changes on the rotation of the geometry, so it breaks the pattern. I'm preparing the DA for UE4, so it is important to make those rotations.

Is there any way to make the order of polygons on a split geometry more predictable and keep the order despite the rotation?

I'm using lot subdivision and group range to select 1 of 2 primitives.

Image Not Found

Image Not Found


As a result, I should get something like this:


P.S. I've tried using Sort sop, but it works in the world space, as I understood

Attachments:
Result.jpg (37.9 KB)

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