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Xsi viewport when orbiting
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  • Maxsi77
  • Posted: 11 January 2009 10:37 PM
  • Total Posts: 62
  • Joined: 10 August 2008 01:19 AM

[FONT=arial][SIZE=2]Hello i hope i can explain what my problem is.

I cant find a really handy command XSI has, its the one that “hide” the faces of the object you’re looking at, but leaves you and keep the back faces, so basically when you orbit your view it always hide the front faces, the one that looks at you, so you can look inside the object, and it keeps shown the back faces.

I hope i explained it well<.< i cant find this command but i saw in every i3D tutorials, anyone knows what is it ?

Thanks a lot and sorry for dumb queston ! 
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  • sfu_Gene
  • Posted: 12 January 2009 12:06 AM

Hi. I needed the exact same thing myself recently.
Open the object you want to “look into” in the Explorer, open it’s visibility node’s property page, switch to the Rendering tab, and under Geometry/Visible Face switch to “Back Face Only”.
Best regards,
Gene



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  • Maxsi77
  • Posted: 12 January 2009 12:19 AM

i tried that but.. any idea why it doesnt work ? i tried with a simple cube and its not working..



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  • sfu_Gene
  • Posted: 12 January 2009 12:41 AM

You will only see it in a rendering. So drag a quickrender area around the cube.
Not sure if there’s a way to display it in the viewport.



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  • Maxsi77
  • Posted: 12 January 2009 12:51 AM

yeah i saw on i3D tutorial that its used while you’re working, modeling stuff so when you turn around your camera you dont have to “enter” inside the object, like if its a cube when you orbit around it hide the facing faces so you can still model inside it without entering in.

Its not a rendering option, i mean i didnt mean that but thank you, it must be on viewport



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Plug an OpenGL_Draw node into the realtime slot of the material. Open it, change culling to Front. Switch viewport to Realtime OGL.



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  • Maxsi77
  • Posted: 12 January 2009 05:41 AM

wow thanks :D that was it !



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