04-12-2016, 05:16 PM
I must confess I'm not sure I understand the logic of what you are suggesting.
Assigning a material to one or more faces, regroups these faces by group in the saved file, but doesn't change their own ID, so it mustn't change the alpha rendering hierarchy.
On the other hand, I noticed that the faces ID are modified when several objects are combined together and then separated, and this ID modification is different depending the order these objects are first combined.
What I thought about, since in my case for now, each face belongs first to a single object and then is combined to make a link-set (foliage made of several intersecting planes), is first to create one plane uv-mapped and textured, then to make x duplications of this plane, whose each duplication will be naturally assigned an incremental ID number, and then I could pick the faces/IDs I need to create the hierarchy I need, but... this is pretty complex and long to organize for a complex link-set.
Last thing I noticed is, in an .obj file, faces are stored at bottom of the file like this :
f 2/5/2 6/9/6 8/10/8 4/2/4
f 4/13/4 8/19/8 7/20/7 3/14/3
f 5/16/5 7/17/7 8/12/8 6/15/6
etc.
Unlike what one might think, the first number of each line does not match the ID of the faces, but the ID hierarchy seems to follow the lines sequence, and actually changes the rendering priority in-world when this sequence of lines is simply switched or stored in a different order. But here also, depending the complexity of the link-set, using this trick can be a brain teaser.
But I'll continue to investigate and test
Assigning a material to one or more faces, regroups these faces by group in the saved file, but doesn't change their own ID, so it mustn't change the alpha rendering hierarchy.
On the other hand, I noticed that the faces ID are modified when several objects are combined together and then separated, and this ID modification is different depending the order these objects are first combined.
What I thought about, since in my case for now, each face belongs first to a single object and then is combined to make a link-set (foliage made of several intersecting planes), is first to create one plane uv-mapped and textured, then to make x duplications of this plane, whose each duplication will be naturally assigned an incremental ID number, and then I could pick the faces/IDs I need to create the hierarchy I need, but... this is pretty complex and long to organize for a complex link-set.
Last thing I noticed is, in an .obj file, faces are stored at bottom of the file like this :
f 2/5/2 6/9/6 8/10/8 4/2/4
f 4/13/4 8/19/8 7/20/7 3/14/3
f 5/16/5 7/17/7 8/12/8 6/15/6
etc.
Unlike what one might think, the first number of each line does not match the ID of the faces, but the ID hierarchy seems to follow the lines sequence, and actually changes the rendering priority in-world when this sequence of lines is simply switched or stored in a different order. But here also, depending the complexity of the link-set, using this trick can be a brain teaser.
But I'll continue to investigate and test