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Matt
05-30-2003, 10:33 AM
Imagine a cube with a weight map fading from bottom to top.

Now imagine that cube has a noisy bump map all over it.

Can I use the weight map to fade out the bump map?

- - -

Because I'm doing exactly that and nothing is happening!

Matt
05-30-2003, 10:41 AM
grrrr!

I know using gradients on 'previous layer' sort of 'tightens up' the procedural it's affecting.

but surely a weightmap should fade it out?

I know I can use falloff on the procedural anyway, but I wanted to try and get this to work.

If noone has a clue what I'm talking about I can post some screenshots.

Macet01
05-30-2003, 12:47 PM
I think that there is a tutorial on wieghts and texturing on the worms of art website. http://www.the-worms-of-art.com I hope this helps.

Mylenium
05-30-2003, 02:49 PM
Your setup should be:

top layer=gradient with input to weight map, mode set to alpha

underneath layer=your noise

All other combinations will fail in the bump channel 'cos LW will try to interpret b/w values and interpolate them - this will kill the bump effect.

Mylenium

TerryFord
05-30-2003, 02:50 PM
Sure it's possible. Remember that if you're using a weight gradient alpha the parameter range is -100% to 100% so, for the sake of simplicity make your weights range from -100% to +100% then just make one end of your gradient/alpha scale black and the other end white.

Regards,
Terry

Matt
05-31-2003, 01:15 AM
ahhhhh I see, how come it doesn't work from 100% to 0%?

Mylenium
05-31-2003, 02:10 AM
Hi Matt,

It's from -100% to 100% for strictly mathematical reasons. This simply allows more flexibility for certain types of uses and avoids problems with. e.g. displacement mapping.

Mylenium

TerryFord
05-31-2003, 05:50 AM
Your actual vertex weights can be any range, but the weight gradient seems to be locked to start at -100%. Just have a solid black (or white) block in the range below your minimum weight value.


Regards,
Terry