To be able to select ID’s to operate the displacement only on that, but the actual ID’s borderline stay unchanged. A falloff-type strenght amount from the border maybe… :?
Have you ttried soft selection on a polygon level and then applying a displacement mod. to it? Control the pinch/punch thingy and I believe it would work. At least in theory.
Soft selection doesn’t work, but if it could work, woudn’t be good in the case of a 2 segment plane, when I want to displace only 1 segment, but not to make maps with large black/grey areas…
Anyway, It would be useful imho…
Best regards,
Palee
p.s.: Vlado! Please set the bitmap-tiling-uncheck work!!!
Yes, but then again you don’t have to depend on your original topology. Why not apply a tessellate or meshsmooth on a ploygon level to kick in some extra geometry, and THEN go for a soft-selection?
Thanks Egz, this is really a good solution.
I briefly explain my task, so you can see what I was thinking about.
Given a sliced apple, that becomes a whole.
All the slices has one spherical map origin from the position, when the apple is as a whole. This map controls the peel of course.
But all the pulp of the slices have their own unwrap maps for displace, diffuse etz…
Finally I detached the peel from the pulp and made a uniform grey for the edge of the pulp’s displacement map. It worked correctly, but I think, it would be done easier by the method I wrote before.
I didn’t want to collapse the sph map to the peels and done the whole slices (peel+pulp) with an Unwrap map, not to loose the controll of the whole apple’s look.
And your solution could be perfect too I’m sure! 8)