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Thread: Fun with Nodes - UV-morphing

  1. #1
    Almost newbier spiroz's Avatar
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    Fun with Nodes - UV-morphing

    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).
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  2. #2
    Almost newbie Cageman's Avatar
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    This is quite insane if you ask me.

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

    Kick-*** stuff, spirosa!
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  3. #3
    Excellent! Well done. This opens up opportunities for a huge bunch of stuff.
    http://www.newtek.com/forums/image.php?type=sigpic&userid=18493&dateline=130857  4707

  4. #4
    Almost newbier spiroz's Avatar
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    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..

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

  5. #5
    cool stuff,
    skin gliding?
    you might find this trick interesting,

    http://www.newtek.com/forums/showthr...612#post782612
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  6. #6
    Super Member Captain Obvious's Avatar
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    Quote Originally Posted by spirosa View Post
    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!
    Are my spline guides showing?

  7. #7
    Adapting Artist jasonwestmas's Avatar
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    Can this be done with morph-map nodes I wonder? One way to find out I guess.
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  8. #8
    Lead Character Artist kfinla's Avatar
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    cool stuff.. always wanted to blend displacement maps..

  9. #9
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    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?

  10. #10
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    True UV morphs directly in Modeler, that's what we need.

  11. #11
    Adapting Artist jasonwestmas's Avatar
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    Quote Originally Posted by metahumanity View Post
    True UV morphs directly in Modeler, that's what we need.
    Or Modeler in Layout.
    All that is powerful or long standing is first conceived in the imagination; supported by the hope of possibility and then made manifest in our commitment of our current physical reality.

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    Quick question (no LW with me)..does this work with multiple morphs on one UV?

  13. #13
    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...
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  14. #14
    Quote Originally Posted by metahumanity View Post
    ...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)
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  15. #15
    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/UVmorph...r_Multiple.zip
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