Wegg
07-15-2005, 08:45 PM
I'm digging into Taron's Basic shader. Very cool. I'm trying to "tint" parts of it with a Weight Spot linked to MetaEffectors. (I'd like the cheeks of my character to be of a different color etc.) So anyway I get the color just right. . . everything looks good. . . but then I move the mesh the area that is tinted stays with the effector. It seems obvious that it would do that now. . . looking at the logic of it all . .. but is there any way to "bake" a Meta Effector's value onto the mesh or. . . have it only look at frame "X" for it's info?
I'm thinking of the way Lightwave works with Reference Objects in textures I guess. You can have a projection map get it's scale, rotation, placement information from a Null's information on frame 0. It would be nice if Weight Spot had an option to do that. Or. . . maybe it does and I haven't found it yet? Just trying to avoid UV maps as I don't have Z-Brush and the Sub-D distortion is a bit of a pain. :-(
I'm thinking of the way Lightwave works with Reference Objects in textures I guess. You can have a projection map get it's scale, rotation, placement information from a Null's information on frame 0. It would be nice if Weight Spot had an option to do that. Or. . . maybe it does and I haven't found it yet? Just trying to avoid UV maps as I don't have Z-Brush and the Sub-D distortion is a bit of a pain. :-(
