User Interface
Last updated
Last updated
Enable - toggle the ProSet on or off.
Drag a mesh with modelling history into this area to add it to a ProSet. Items are listed as <meshName> -> <modellingTool>.
Show Component Selection (button) - displays the components used by the modelling tool in the viewport. Alt + click will take you to the shape (e.g. useful when you want to add a material to faces).
This mode is currently susceptible to the same issues around changing component IDs.
Set the Node State of your modelling tool to HasNoEffect to get more accurate selections
Component Count The number of components selected and affecting that modelling tool. Right clicking on a row will give you the following options:
Disconnect - remove the modelling tool from ProSet.
Delete - delete the modelling tool from the scene.
User Selection:
Set - add any selected components in the viewport to the selection
Show - show the ‘user selected’ components ProSet is using
Clear - clear any ‘user selected’ components from ProSet
By creating user selections you are selecting specific component IDs that may change if the underlying topology changes. i.e. if you change the subdivisions on a polyCube, faceID 32 will get moved to a new position (or cease to exist). Likewise, if you have more than one ProSet affecting the same mesh you’ll need to disable any ProSets that exist after the one you want to update in order to select the correct component IDs at that point in History.
Component Mode - set the components your modeling tool affects.
This is not set automatically. You can only add modelling tools that share the same components to a single ProSet.
Grow Selection - a global control to grow the selection.
Percentage - how many components will be selected as a percentage. (0 - 100 = first to last component ID)
Add Boundary Components - add the components that are on a mesh border (e.g. the components around a hole).
Invert Components - invert the final component list.
Use Modulus - check to enable.
Modulus - set every nth component ID to be selected.
Mode - determine whether the result is added or removed from the selection.
Shader - add a shader to determine your selection set. UVs are taken from the mesh you’re affecting (you can of course set your own UVs). It’s best to use black and white maps but if you do use a colour then anything with a value equal to or greater than 0.5 will be rounded up to 1 (e.g. white (selected)).
Right click to create and add a Falloff object to a ProSet. Components that fall within the area of a Falloff will be added to the selection. You can add multiple Falloffs to a ProSet.
We’re piggy backing on MASH’s Falloffs to try and save building the same thing again but not all attributes are used/relevant in ProSet. Supported attributes are:
Shape (Sphere, Cube, Nurbs Curve, Particles, Mesh)
Display Colour
Falloff Ramp
Connections
Use Component Size - check to enable.
Size Mode - determine whether the result is added or removed from the selection.
Min. Face Area - any Face that has an area less than this value will not be added to the selection.
Max. Face Area - any Face that has an area greater than this value will not be added to the selection.
Min. Edge Length - any Edge that has a length less than this value will not be added to the selection.
Max. Edge Length - any Edge that has a length greater than this value will not be added to the selection.
Space Mode - select the transformation space
Local -
World -
Normal Mode - set the mode.
Custom Normal Angle - determined by the Normal Angle attribute.
Use Input Selection - where a User Selection has been set the Normal Angle will be set based on the average of the selected components normals.
Grow Result Min. - an angle (degrees) from your Normal Angle. Imagine a cone pointing out from the direction of the Normal Angle. Any verts/faces less than this value will be removed from the selection.
Grow Result Max. - as above. Any verts/faces greater than this value will be removed from the selection.
Normal Angle - the vector to determine the normal angle.
0,1,0 is Y+ (all faces that point up will be selected).
Edge Mode - determines the type of edges that will be added. e.g. useful to bevel only the hard edges created after an extrude operation.
Random Seed - change the seed.
Number of Components - set the the number of components you’d like to randomly select.
Filter Keep - enter the component IDs you want to explicitly add to your selection. e.g. 1, 5, 345
Filter Remove - enter the component IDs you want to explicitly exclude from your selection. e.g. 1, 5, 345 (will override Filter Keep)
Use ‘Display > Polygons > Component IDs’ to see the correct ID numbers in the viewport.
As per User Selections, your component IDs may change if your input geo changes.
Convert Selection - convert your selection to another component type. Options for:
None
To Faces
To Edges
To Vertices
These do the same thing as the scripts under Maya’s Select > Convert Selection menu.
Component Mode specific options:
Edge Count Mode
Off
Exactly - specify an exact number of edges for a face to be included in the selection.
More than - faces with more edges than this value will be included in the selection.
Edge Count - select faces based on how many edges they have.
Spoke Mode - select vertices based on how many edges they are attached to.
Off
Exactly - specify an exact number of spokes (edges) for a vertex to be included in the selection.
More than - vertices with more spokes (edges) than the value of Spoke Count will be included in the selection.
Spoke Count - set a value to be used by Spoke Mode.