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View Full Version : Can weight-maps be animated with nulls ?



blackmondy
09-05-2017, 10:56 AM
As in moving and scaling over time ?

Kryslin
09-05-2017, 11:29 AM
Easily done with nodes; Use the weight map node, an item info node, vector to scalar to get the channels you want, and a few various math nodes (clamp, mulitply, add, etc) to do what you want and keep the values within a sane range of values... Yep, simple enough.

blackmondy
09-05-2017, 11:39 AM
Many thanks !!!

daforum
09-05-2017, 12:31 PM
Easily done with nodes; Use the weight map node, an item info node, vector to scalar to get the channels you want, and a few various math nodes (clamp, mulitply, add, etc) to do what you want and keep the values within a sane range of values... Yep, simple enough.

Any tutorials demonstrating this?

JamesCurtis
09-05-2017, 02:18 PM
Would like a tutorial as if there is one.

MonroePoteet
09-05-2017, 02:30 PM
Can weight-maps be animated with nulls ?

As in moving and scaling over time ?

What are you actually trying to do? I don't think you can animate the Weight Map values themselves. Once you've defined the values, they're fixed in the model and it doesn't appear that LW allows you to change them on a vertex-by-vertex basis in Layout, since none of the Map nodes take an input value. You can apply equations to the Modeler-defined per-vertex Weight Map values to change the effects they have over a Surface (color, diffuse, etc.), Displacement, etc., but the Weight Map values themselves will remain constant.

For example, attached is a sample scene and object. The WeightMap_Grid object has a Weight Map ranging from 0% on the left to 100% on the right. The Object Properties=>Displacement tab has a node setup which scales a Procedural Turbulence textured Displacement (Y Channel only) by multiplying the Weight Map value by the Distance to ControlNull. So, the closer ControlNull is to a point on the grid, the less influence the WeightMap will have on the Procedural Turbulence texture, and the farther away it is, the more influence WeightMap will have.

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The point, though, is that there isn't any way to change the actual Weight Map values on a vertex-by-vertex basis in Layout. The vertices in WeightMap_Grid which have a Weight Map value of 0.0 will remain 0.0, and so on. No matter how far ControlNull gets from the left edge of the grid, those 0.0 Weight Map values will still scale the Procedural Turbulence down to 0.0.

You can create nodal equations to calculate your desired value based upon the Object Position or Point Index, but then you could just use that value in the Displacement or Surface (or other) channels you want to effect without setting up a Weight Map in Modeler.

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