View Full Version : Vertex maps and textures?
neilyb 09-02-2002, 02:42 PM Can materials be effected by vertex maps? Or is there any way to make a material effect only a chosen area, with falloff..? Animation:Master (God help me!) had this great tool....:wavey:
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AdamT
09-02-2002, 03:14 PM
Can materials be effected by vertex maps?
Yep. dirtyNUTS gives you this ability--in combination with Fusion. Add Fusion to your channel of choice and in the map section select dirtyNUTS-->Vertex Map. Click the Edit button in the Map section and type in the name of your vertex map. Ta Da!
restrict to selection is a basic feature of the Material Tag.
Though I wish whe could restrict to more than one selection :D
neilyb
09-02-2002, 07:56 PM
Cool, hadn't though of using Dnuts in the Fusion for that effect....have to go play!
neilyb
09-04-2002, 03:09 PM
After posting this question on BhodiNut, Mdme Sadie gave me the answer. Using Proximal gives you the power to effect only certain areas of an object. Used within Fusion this can give some excellent results. Unfortunately there is a bit of guess work involved as the effector object can be any object so there are no handles to define falloff and size..etc....
Question for those familiar with Blunt trauma....could I connect the falloff values of an Omni light to those of the proximal falloff??? Thus giving the graphical representation...
AdamT
09-04-2002, 04:16 PM
restrict to selection is a basic feature of the Material Tag. Though I wish we could restrict to more than one selection.
You can; you just have to apply the same material tag for each selection. It would be easier if the tag had multiple spaces for restrictions.
Per-Anders
09-04-2002, 06:53 PM
try using a sphere as the effector, giving it a display tag to make it visible as isoparms, then using the proximal use vertices, if you set the inner distance to be 100% then the outer distance to be 101% (or of course more for a softer effect) you should be able to control how the effect appears.... as for falloff, untill blunttrauma allows for texture control there's no way, when it does though you should be able to add another sphere and use maths to control the falloff object.
neilyb
09-05-2002, 07:02 AM
Thanks, I shall give it a go. But does the Vertices option of Proximal not make each point of the sphere an effector with each having its own falloff? I shall have a go!
Per-Anders
09-05-2002, 07:05 AM
dont make the sphere editable
neilyb
09-05-2002, 08:43 AM
Ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh...D' OH!:applause:
neilyb
09-05-2002, 09:22 AM
Well, if I don't make the sphere editable then the center of the sphere is counted as the efector, If I DO make it editable then I can use the vertices option......is that what you meant?
Per-Anders
09-05-2002, 06:35 PM
actually yes... sorry id ont' know what i was thinking with the use vertex option.. ignore my rambling i didnt experiment enought with it... but 100% is equal to a radius to 100m (personally i feel they should have used m rather than % as it makes more sense) so it's not really intuitive, but you can either have an isoparm sphere that doesnt render and use that to show yourself the falloff (or maybe two) then just set the radius of the sphere (you will still have to manually set the radius of the proximal) but it works... another workaround though this involves more then doubling the geometry in the scene and it doesn't allow for any smooth dropoff between the textures is the following...
1) put all of the geometry with texture 1 into a null (unless it's only one object)
2) createa a bolean object and drop first the effector object, then the affected object/group into it.
3) duplicate the bolean object with all that's inside it (ctrl drag)
4) change the texture on the affected object in the new boloean to be the effector texture (texture 2)
5) change the type of the new bolean to be A intersects B
6) duplicate one of the effectors and drag it outside the boloean object so it's on it's own (don't move any geometry while you're doing this)
7) give this effector a display tag to just display isoparms
8) make this effector not render (the bottom dot should be red)
9) attach a BluntTrauma expressions hub tag to this effector
10) drag first this effector onto the BT workspace (put it somewhere on the left hand side) then the otehr two effectors that are in the bolean objects (put them on the right hand side)
11) slave the effectors (inside of the boloean objects) position, scale and rotation to the effector that is outside of the bolean objects. (i've added this screenshot so you know what i mean)
then only drag rotate and scale the effector outside of the boleans and you should get the results you need.
derwolpertinger
09-06-2002, 12:33 AM
wow, really really great idea! :eek: the only thing that would bother me is the quite long time c4d takes to calculate booleans.
neilyb
09-06-2002, 07:05 AM
Er.....I reckon the proximal mixed with guessing is easier!
Thanks, that does sound an awfull long way round....of course it works.....as do most things you suggest!!:applause:
Thanks
Per-Anders
09-06-2002, 07:10 AM
yeah... i know it's a long way around and has several drawbacks (speed and teh fact that boleans sometimes slightly change the shape ofthe object they're affecting)...but on the plus side it does allow you to use really weird shaped effectors not just spheres as i used), and it's jsut an example of how you can animate boleans, that's all.
neilyb
09-06-2002, 07:34 AM
Sorry, don't wish to say the idea sucks...it does work and quite well, but it is not an easy workaround and if the poly count is too high the booleans make going a bit slow....
But, Blunt Trauma rocks!!! :wavey:
Per-Anders
09-06-2002, 08:11 AM
oh it's ok :) i know, i wasn't offended at all, don't worry :beer:
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