View Full Version : creating a smooth gradient weight map

07-15-2006, 08:40 PM
Hi all,

second question in the same day! Scary! :)

Anyway, whats the best way to create a smooth gradient weight map to an object so, for example, if you have a long tube the top would be 100 while the bottom would be 0? I`m trying to apply an image (white to black) but it just doesn`t seem to want to do it properly.

any suggestion?

Dave Jerrard
07-17-2006, 10:22 AM
If it's just a tube that only has points on the ends, then it's the only kind of gradient weightmap you can apply. Make one end 100% and the other end -100%. The weightmap will transition from one value to the other in a linear fashion.

If you have points in the middle, like you would have if the tube was subdivided so if could be bent, then use the Falloff option in the Weights tool. Set it to Linear and you can drag out a little triangular widget in the viewports using the right mouse button. This will add the specified valu to the weightmap value already present, with 100% of that being added to the wide end (and beyond), and 0% to the small end (and beyond), with a linear transition along the length of the widget. For best results, create the weightmap originally with a value of -100%. When you apply the Weights tool, set it to 200%. This will give a range of -100 to 100 when you're done.

The reason for this wide range becomes apparent when you look at the gradient texture layers. This is their native range, and if you don't use the negative values, then you're losing the top half of the gradient.

If you're using this weightmap for something other than textures, then keep the range from 0 to 100%. In other words, start with a value of 0 and use 100% in the Weights tool.

He Who Uses A Lot Of Blue To Red Weightmaps In His Work.