Originally posted by chikega
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The effectors seem to be surface based and not volumetric. So, the same result could probably be achieved with image maps - but it was interesting to play with. Now that I think about it, a grey scale image map could probably be used to vary the translucency or, in this case, the thickness parameter as in G2 tests:
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Great tests, Gary!![]()
I notice that you’re using translucency attenuation to simulate the eye, but this is a surfaced-based trick and won’t hold up when the object is rotated (I know you’re aware of this). Have you tried placing a separate eye object (actual geometry) inside the fetus? It should prove to be more accurate.
BTW, MetaEffectors are volumetric. The WeightSpot shader (really an operator) is passed a spot from the renderer, and that spot just happens to be on the surface of the object. To the point, the renderer (or target shader node) isn’t sending a volume-based point, in this case.
Looking forward to the next tests;})
-lyle



)the it would be cool to use those textures to drive some deformation ( mesh displacement )that we can tweak in viewports ( basically procedural modeling ) .


