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View Full Version : Fun with Nodes - UV-morphing



spiroz
06-28-2008, 04:59 AM
Here's an example of using the Replace Spot-node and
the UV-node of DP-kit to morph between UV maps.

It would be very handy if NT would include an oPos-input in their nodes (especially the image node).

Cageman
06-28-2008, 05:17 AM
This is quite insane if you ask me. :)

I would like to see someone being able to do this with Maya. :)

Kick-*** stuff, spirosa!

pooby
06-28-2008, 05:53 AM
Excellent! Well done. This opens up opportunities for a huge bunch of stuff.

spiroz
06-28-2008, 02:14 PM
Yes, actually this implies some uses like blending between subpatched
and non-subpatched UVs, UV-animated displacement and to some degree
maybe even skin sliding with dedicated rigs.. :D

(Look out next week for nodebased [albeit limited] instancing.. ;D)

erikals
11-14-2008, 07:34 AM
cool stuff, :)
skin gliding? :)
you might find this trick interesting,

http://www.newtek.com/forums/showthread.php?p=782612#post782612

Captain Obvious
11-14-2008, 10:08 AM
It would be very handy if NT would include an oPos-input in their nodes (especially the image node).
What I would like to see is a separation between texture mapping nodes and texture generator nodes. Take a procedural, and plug it into a UV mapping node! And stick another node into the v.pos input of the UV mapper node! It'd be AWESOME!

jasonwestmas
12-01-2008, 12:30 PM
Can this be done with morph-map nodes I wonder? One way to find out I guess. ;)

kfinla
12-08-2008, 04:30 PM
cool stuff.. always wanted to blend displacement maps..

metahumanity
12-17-2008, 06:30 PM
Wow, neat.

That's not a blend, but it real slide between points and texture. impressive.

Can this technique be tied to IK bone rotations?

metahumanity
12-18-2008, 07:50 PM
True UV morphs directly in Modeler, that's what we need. :)

jasonwestmas
12-18-2008, 08:10 PM
True UV morphs directly in Modeler, that's what we need. :)

Or Modeler in Layout.

metahumanity
12-30-2008, 09:45 AM
Quick question (no LW with me)..does this work with multiple morphs on one UV?

erikals
12-30-2008, 10:24 AM
just my guess, if it works with envelopes and alphas then it should be able to do it all.
...can't see why it shouldn't work with multiple morphs...

erikals
12-30-2008, 12:10 PM
...Can this technique be tied to IK bone rotations?

ok, just tried, pretty easy once you understand Cycler,
(ps, sat bone strenght to 0%, pump it up if you want to see bones affecting object)

erikals
12-30-2008, 01:38 PM
Eh, sorry bout last post. seems to be a bug in 9.2? or is it a plugin bug?
It doesn't save the Cycler info.

So, made a small videotutorial on it.

Here is multiple UV's and multiple layers. play with the image overlay settings if you need to (alpha, overlay, multiply etc)

You can see the distortion of the "09" and "C" behave differently, just like overlapping sliding muscles do. So, this works for muscle simulation, even better, as you actually can get Waay higher details on muscles using this method compared to using Cloth or such. This is damn cool as you now have the ability to make jawdropping details on muscles. ASFAIK there is no other 3D package that can do this (correct me if I'm wrong). I know Maya can't.

One big drawback here is that LW sucks at RAM+Images, so I'd recommend you buy that plugin LightWolf made... infinimap

(for muscles shaking as of gravity, I'm not sure, maybe bones parented to a null w/dynamics? should calculate fast.)
--------

Question, is how I tweaked it the easiest way of doing it?
Guess at least envelopes or groups would come in handy here to make the overview of the nodes easier. a small feature request.

http://erikalstad.com/cgtemp/UVmorphing_Cycler_Multiple.zip

erikals
12-30-2008, 03:18 PM
ahem, for a reason not known I posted the wrong .mov file, this is the correct one which is using the 3 Cycler modifiers.

http://erikalstad.com/cgtemp/UVm_FWN-UVmorphing-c2.zip

metahumanity
01-01-2009, 12:23 PM
Thx.

Thatīs one hell of a feature.

Well, Newtek has to add nodes like those, no doubt.
Maybe even a straight Morphmixer node that accepts UVs.

Erikals, you applied each UVmorph to itsī own surface and blended between both, right.

What if you applied two morphs to one, mixing them together? For example, the twirl, and a second morph pulling the twirl to the side.

Would that still work without them conflicting?

Sorry, L8 here, but my head doen~t stop considering possible techniques for this. I relly need to upgrade.

erikals
01-02-2009, 03:14 AM
um, nah, not sure. not sure how it could work... where could the mix go?
http://www.newtek.com/forums/attachment.php?attachmentid=60227&d=1214650059
------------------------
one thing, i missed out on the increasing/decreasing on muscle wolume.
using e.g. a simple image (or several for certain muscles) with multiply combined with original image would work, but it might be difficult to override the Cycler value when flexing muscles. (at 0:21 you can see what I mean, the girl doesn't bend her arm, but still flexes) http://www.youtube.com/watch?v=nNuyDQ5jHA8

so, how can I override the Cycler?
hmm, not sure about that one, by adding a second Cycler?

metahumanity
01-02-2009, 05:27 AM
Conditional expressions to clamp, maybe.


um, nah, not sure. not sure how it could work... where could the mix go?
http://www.newtek.com/forums/attachment.php?attachmentid=60227&d=1214650059
------------------------
one thing, i missed out on the increasing/decreasing on muscle wolume.
using e.g. a simple image (or several for certain muscles) with multiply combined with original image would work, but it might be difficult to override the Cycler value when flexing muscles. (at 0:21 you can see what I mean, the girl doesn't bend her arm, but still flexes) http://www.youtube.com/watch?v=nNuyDQ5jHA8

so, how can I override the Cycler?
hmm, not sure about that one, by adding a second Cycler?

EDIT Related to additivemorphmixing, don't know if it's possible, but stacking mixers in front of the first input, maybe? So that there~s no blend, just additive UV sliding.

erikals
01-02-2009, 05:58 AM
i think it should work somehow, just need to look more into it. no time at the moment :)

metahumanity
01-02-2009, 09:43 AM
Youtube muscleflexing babe vids?? Who'd have guessed such a thing exists.

LMAO

But good reference,nontheless.

Oh man, lol lol lol


i think it should work somehow, just need to look more into it. no time at the moment :)

metahumanity
01-02-2009, 10:24 AM
Take a look at this William Vaughn vid. Blending two morphs additively in the node editor. Question now is if the "Add" node works with UV variations.

ftp://ftp.newtek.com/multimedia/movies/w3dw/md.mov



i think it should work somehow, just need to look more into it. no time at the moment :)

erikals
01-02-2009, 05:01 PM
thanks, yeah, could be something,.. just wonder if there is an easier way...
maybe adding some sliders could be an idea,... it'd give good control on the flexing.
just need to figure out what the best way would be,...
i think a form of additive function is probably the way to go.

erikals
06-10-2010, 06:27 AM
realized the sample files using multiple UVs were never attached,
neither was the Cycler video tut (Cycler must be re-applied as LW doesn't save Cycler info)

erikals
08-12-2010, 01:58 PM
hi,

bump...

small question, doesn't it work with displacements?

erikals
08-13-2010, 08:20 AM
Njet? http://erikalstad.com/backup/anims.php_files/oye.gif

pyo
08-15-2010, 02:42 PM
My small contribution to morphing UVs.

Bulge is made with morph and the sliding effect with morphing UVs.
Amount of displacement is controled by "morph amount" which means "how far is morph from source"

Proof of concept animation and screengrab from node setup attached.

Displacement texture is a leaf image :) well... You know, just proof of concept :)

Cheers

erikals
08-15-2010, 03:46 PM
Great!! :]
(you wouldn't happen to have the source files still?)

anyway, this looks Very interesting!
Thank you! http://erikalstad.com/backup/anims.php_files/smile.gif

pyo
08-15-2010, 04:10 PM
Of course I have the source files :)

erikals
08-15-2010, 07:03 PM
Superb! :]

Thanks, i will make some tests later on :]

Arigato

probiner
08-15-2010, 08:29 PM
hi pyo thanks for seting up the proof of conecept. :)

Just passed by to give my quick shot on your scene (i'm sliding the whole arm, lol) and share a way to make smooth UV morphs.

http://i153.photobucket.com/albums/s202/animatics/Lightwave/UV_Flex.gif

Creating a smooth UV morph (using Subpatch interpolation)
http://i153.photobucket.com/albums/s202/animatics/Lightwave/UVrelax.png
1&2-select point and drag
3-select boundry (or any other points you don't want to be relaxed)
4&5 -PLG Relax set to 1 (run 2x). Tada!

This way when you have the texture in some spot, you just need to move it to the intend spot in the the UV space and then relax.

Cheers

EDIT - Now... it could be cool to make morphs to the UV and be able to make mesh morph according to the slide changes done to the UV =P

erikals
08-16-2010, 12:28 AM
Probiner, good trick, it'll be handy... :]


EDIT - Now... it could be cool to make morphs to the UV and be able to make mesh morph according to the slide changes done to the UV =P
i think it would have to be done "manually"...
http://www.youtube.com/watch?v=CVMsQ4DV6WA