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 Post subject: Re: Trying to get a CAV map blur...
PostPosted: 13 Jul 2012, 21:52 
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Joined: 09 Jun 2009, 14:49
Posts: 364
Location: Brussels, Belgium / London, UK
hey Pete

is there any reason you need it to be on the one CAV map? there are a few layers of context you have to jump into and out of in order to get this to work with them so get that there are a lot of red nodes when using CAVs in ICE without understanding the context correctly. I could appreciate there may be issues with a live CAV map that has been painted by hand then blurring it in ICE, what happens when you paint again are you painting on the blurred one or the original then its blurred again..?

So yes for simplicity and sanity I keep it separate, a live paint version and a post blurred one. In ICE there is a difference in what a vertex color sample is and a per point attribute data like 'color' so its not so easy to grasp, but anyways I somehow re-wired this to work with only one vertex map and if you paint on same map the ICE tree blurs it afterwards , you just have to be careful with the stack inside the vertex map - as long as the ice tree is last after the the painting then it should work ok, but there is no guarantees of safety when painting

AND you still have to go inside the compound to direct the 'closest sample' location to point to the same vertex color map as you plug in. this is the bit I cannot get to work either, Im guessing because its part of a location so 'in name' does not work :)


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 Post subject: Trying to get a CAV map blur...
PostPosted: 15 Jul 2012, 01:25 
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Joined: 16 Jun 2009, 09:28
Posts: 79
Hey thanks Tekano,

Okay, I get it now 2 cav maps would definitely be better. :)
I guess I was trying to simplify things but I can see how that would actually complicate things!
I'll have to figure out how to make the name plug in work though, I've run into this a bit with ice. Another thread maybe :)

Thanks for the help
Pete


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