I was wondering if anyone knows a good way to get Max to display the soft selection shaded vertices and/or faces for a mesh, even if that mesh is not currently selected?
probably the only way is copy vertex soft selection channel to any another map channel and set this channel as “Vertex Channel Display”
help if i bothered to read it correctly If I had to I would probably do it as denis suggests as a modifier.
Okay, I’m able to get the vertex weight values and set the vertex color values easily enough, but not quite sure what I need to do in order to convert the weight value (0.0 to 1.0) to an RGB color value…
the thing is that soft selection channel is a vertex channel (not a map channel). only map channel can be used as vertex color display. except… yes. soft selection.
but max handles it specially.
so we have to copy float values of soft-selection channel to a map (point3) channel and colorize a float weight. as i remember there is a formula that converts soft-weight to red-to-blue gradient. (not exactly correct but it’s a half way of HUE in the HSV color representation)
no. it’s not a half. but very easy to see - just check red.h and blue.h
i’ve never tried that but what if:
red * soft_weight + blue * (1 - soft_weight)
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