Hello everyone. I’m reposting this here, because the other thread was opened for a different reason, but in order to avoid “pollution” in the thread list, I did post under another one, which is somewhat related, but not exactly the same thing.
Now, the question was, more or less, how can I select part of a texture removing unwanted parts.
The (partial) solution is to create a Bezier/NURBS curve and UV-Map it to the texture region I’m interested to, so I can elaborate the rendering results in nodes instead of using the UV/Image editor.
Anyhow, here’s the original post:
Excuse me sir, I really don’t want to annoy, but please, can you tell me if there’s some method to select? (here I was meaning in the UV/Image editor - note)
I just tried to hit “b” to be honest, but I see this won’t work. Are there any selection tools available?
Excuse me for such stupid question, maybe (again) the solution is just below my nose and I just can’t see it.
Thanks again.
Edit: Almost got it, I thought about a workaround: 1st, import the image as reference, 2nd use the reference to draw a nurbs/curve object which will be the selected region, 3rd UVMap it and match the reference to the same texture.
This way I should obtain a nurbs/curve textured object which just uses the portion I’m interested to.
Then, either with render layers and/or with compositing nodes, do whatever you want with the image, after all just render the result to a new image.
The only problem I have is I don’t know how to unwrap a curve to UV.
I tried experimenting with the material, I get vertex coloring, but all the vertices are the same color, there’s no mapping. How can I do?
Finally, I have to add this (maybe it’s relevant, but I’d rather prefer to use a curve, not a mesh): I guess I can convert the curve to a mesh and then UV-Map it as a normal mesh instead of trying to texture (UVMap) the curve itself.
Please, help me. I’m still a n00b with Blender, so I’m going by try-and-fix.