PDA

View Full Version : UV Morphmixer node



metahumanity
01-02-2009, 04:42 AM
Now that UV morphmixing for sliding muscles is possible with nodes (DPtools), it would make sense to have one NATIVE node that could accept an infinite number of those, just like the regular Morphmixer.

UV sliding is a unique (I don~t think XSI or Max have this) and VERY powerfull thing to have in displacement rigging, and with it already being in there, but not accessible without 3rd party nodes, would be a huge oversight.

Thx for reading

Chris

EDIT: Or, for simplicity, let UV morph map variations show up in LWs regular morphmixer. Give them their own channel for he graph editor.

spiroz
01-03-2009, 04:47 AM
I think it would be a better idea to implement oPos-inputs (and wPos?)
in the Image and Normal map nodes (and preferably other nodes
with coordinate mappings as well).
This would make the solution much more generic and useful,
since the actual blending between UVs is a simple setup
with a gradient node.

This implementation would also allow for
blending between all other sorts of mappings, not just UVs.