you could load a 1 pixel color gradient bitmap and use the 0-1 as a color “lookup”
Thanks Denis, that does the trick!
fn vertColorFromSoftSel obj = ( polyop.setVDataChannelSupport obj 1 true for v = 1 to obj.numVerts do ( local w = polyOp.getVDataValue obj 1 v local c = (red * w) + (blue * (1 - w)) polyop.setVertColor obj 0 v c ) )
Wait. Wait no, it doesn’t, sorry.
That colors the verts directly from red to blue, basically running the opposite direction on the color wheel.
polyop.setVertColor is very slow method (i’ve already explained why it is). if you need it faster use polyop.setmapvert instead
But doesn’t polyOp.setMapVert set UVW coordinates?
Also, still need a way to get the correct color…
as i said we have to use HSV space. here it is (found in my archive):
fn makeWeightColor weight asRGB:off = ( c = red c.h = (1.0 - weight)*170 if asRGB do c = c as point4 c )
170 is a number around blue.h
so i meant:
c = red c.h = red.h * weight + blue.h * (1.0 - weight) c
Currently using this with your makeWeightColor function, and it is working perfectly as far as I can tell. Thanks again!
fn vertColorFromSoftSel obj = ( obj.showVertexColors = on obj.vertexColorsShaded = on for v = 1 to obj.numVerts do ( local w = polyOp.getVDataValue obj 1 v polyop.setMapVert obj 0 v ((weightToColor w) as point4) ) redrawViews() )
All right, one last thing I guess… right now it still only works when the node is selected with subselection on. Otherwise polyOp.getVDataValue <node> 1 <vertex> always returns 1.0.
If I first select the node and lock the soft selection, then deselect the node, it will return the correct values. But is there any way to do this without having to select the node at all?
(weightToColor w) as point4
is not necessary. the function as you can see has an option argument.
about a sub-selection level… i think it’s a limitation. probably using sdk is possible to force soft-selection level update. with pure mxs is probably not. but just in case i would check the state of baseobject instead of polyobject. maybe it updates.
other way is to calculate ‘soft selection’ weights yourself. the formula is known. as i remember it was posted (by Klvnk?) on this forum
Not sure what you mean by calculate the soft selection weights?
far distance is lower weight. selection you know, neighbors you can find… distance as well.
the formula is something about distance, falloff, pinch, and bubble… it was shown here
Oh yeah, that. Unfortunately that won’t work if painted soft selection is on, which for my purposes it will be. Given that, not sure if this is the most efficient way to get the desired result, but it works.
fn vertColorFromSoftSel obj = ( -- Store selection and subobject level sel = selection as array setCommandPanelTaskMode #modify SOL = subObjectLevel -- Temporarily set object and subselection select obj if subObjectLevel == 0 do subObjectLevel = 1 -- Set mapping and display polyOp.setMapSupport obj 0 true obj.showVertexColors = true obj.vertexColorsShaded = true obj.useSoftSel = true -- Set vertex colors for v = 1 to obj.numVerts do ( local w = polyOp.getVDataValue obj.baseObject 1 v polyop.setMapVert obj 0 v (makeWeightColor w asRGB:on) ) -- Restore selection and subobject level deselect selection select sel subObjectLevel = SOL redrawViews() )
you can disable max redraw (including viewports and command panel). and no one will see your selecting-deselecting. i’ve cheated this way a lot
also you can disable reference messages to make everything hidden for callbacks.
[left]Oh yeah, I’ve done that more than a few times myself. Dunno why I didn’t think of it for this
EDIT: Hm, actually… disabling the messages seems to break the function because it prevents the subobject level from working.
you have to manually notify dependents about the change (check mxs help - notifyDependents - for details)
So here’s what I’ve got so far. What else can I do to make it faster?
fn colorFromFloat v = ( local c = red c.h = (1.0 - v) * 170 c as point4 ) fn softSelWeightArray obj = with redraw off ( -- Store selection and subobject level local sel = selection as array setCommandPanelTaskMode #modify local SOL = subObjectLevel store = (selection.count > 1 or not obj.isSelected) if store do (deselect selection; select obj) if SOL == 0 do subObjectLevel = 1 local wArray = ( for v = 1 to obj.numVerts collect meshOp.getVDataValue obj.baseObject 1 v ) if store do (deselect selection; select sel) subObjectLevel = SOL wArray ) fn vertColorFromWeights obj wArray: = ( if wArray == unsupplied do wArray = softSelWeightArray obj meshOp.setMapSupport obj 0 true meshOp.setSoftSel obj true obj.showVertexColors = true obj.vertexColorsShaded = true obj.vertexColorType = 0 cArray = for v = 1 to obj.numVerts collect (colorFromFloat wArray[v]) for v = 1 to obj.numVerts do meshop.setMapVert obj 0 v cArray[v] redrawViews() )
Hi! Is it possible to link where it was shown? I’m desperately trying to recreate soft selection because it only works in with subobject level and I need to achieve this result without modify menu. I’ve created a script with distance/amin/amax but it’s still not the same curve, as soft selection offers. Thanks in advance!
This function is available in release 3.0 and later only.
This is the standard affect region function, based on a distance and the three
affect region parameters (same as the editable mesh).
This function is a cubic curve which returns 1 at distance 0, 0 if distance is
greater than falloff, and other values for distance between 0 and falloff. To
“see” this function graphed, look at the curve in the Soft Selection parameters
in Edit Mesh, Editable Mesh, Mesh Select, or Volume Select. This function
currently is constructed as follows:
float u = ((falloff - dist)/falloff); float u2 = u*u, s = 1.0f-u; return (3*u*bubble*s + 3*u2*(1.0f-pinch))*s + u*u2