I want to instance a polymesh, so I am creating it using an AtNode and instance it x times applying different matrices.
The instances are well displayed, but the initial reference mesh too. However I don't want the initial reference mesh to be displayed. How can I prevent this ?
AtNode *mesh= AiNode("polymesh");
... adding geometry to it ...
for (int u=0;u<10;u++)
{
currentInstance = AiNode("ginstance");
AiNodeSetPtr(currentInstance, "node", mesh);
... define transformation matrix mat...
AiNodeSetMatrix( currentInstance, "matrix", mat);
}
--> 10 instances are properly displayed at the proper location, however the initial "mesh" node is displayed too, so I have 11 elements displayed.
Solved! Go to Solution.
Solved by Stephen.Blair. Go to Solution.
Set visibility 0 on the master object, and visibility 255 on the ginstances
Hi , in reference to the person who asked about visibility of instances, and not the base mesh, is this solution for C4d as well? I can not seem to find the AiNode, that was referenced above , can someone please help with this,? thx PS where is the "visibility" switch/slider , thx
@Craig Zuckerman This is more of a code-level question. Plugins like C4DtoA would do all that for you; often a plugin will use the base mesh as one of the instances, so it depends on what exactly you are rendering. Can you ask a new question on the C4DtoA space?