Hey
I wanna create a weightmap by Particle.
On the Screenshot I have my actual setup.
The Weight Map gets created where the point is.
Okay, now I would like the weight to stay or at least decay, like painting with the Point.
I tried to move the ICE Tree into the animation stack. Also did it with a second PointCloud that emit from the first PointCloud evey Frame - but even with high simulation settings, it does not add points between the frames and I get holes in my weight mnap crack.
So actually I want the weight=1 not do disappear and give it a possibility to fade out (I guess, I can solve that with this tutorial here the oter way around: https://vimeo.com/26487726).
Thx
Weight map Decay/Stay
- Hirazi Blue
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- Joined: 04 Jun 2009, 12:15
Re: Weight map Decay/Stay
Might well be that I misunderstand the question, but...
You seem to be setting absolute values on your weight map.
Wouldn't it be better to take the current value of the weightmap into account as well and "only" add to that where needed?
You seem to be setting absolute values on your weight map.
Wouldn't it be better to take the current value of the weightmap into account as well and "only" add to that where needed?
Stay safe, sane & healthy!
Re: Weight map Decay/Stay
ah okay, I see what you mean. There is information where no information needs to be, right?
What would be the faster/correct way?
What would be the faster/correct way?
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Weight map Decay/Stay
If I see this correctly, you're constantly overwriting the weightmap values with zeroes or ones.
What you want to do, I guess, is look at the current value first and then decide what to do with it.
Should or shouldn't it be overwritten?
I hope this makes some sort of sense.
Am not near any kind of working SI right now...
What you want to do, I guess, is look at the current value first and then decide what to do with it.
Should or shouldn't it be overwritten?
I hope this makes some sort of sense.
Am not near any kind of working SI right now...
Stay safe, sane & healthy!
Re: Weight map Decay/Stay
okay, did that by replacing the scalar=0 value with a "Get Data" pointed to the weight map - so if true it sets the weights to 1, if false set to what it already is (grid.cls.WeightMapCls.Weight_Map.Weights). correct?
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Weight map Decay/Stay
If it's actually correct only you can decide, but yes, that sounds more or less like what I've proposed... ;)
Stay safe, sane & healthy!
Re: Weight map Decay/Stay
okay
anyway - here, https://vimeo.com/59024762, in the video description is an example image, how he controlls the fade out of the velocity.
Looks like something I could use for my setup?
edit: found a compound that does the trick - but actually I would like to understand that...
https://vimeo.com/88671801
what I see, that compound needs to be in the simulation stack...
anyway - here, https://vimeo.com/59024762, in the video description is an example image, how he controlls the fade out of the velocity.
Looks like something I could use for my setup?
edit: found a compound that does the trick - but actually I would like to understand that...
https://vimeo.com/88671801
what I see, that compound needs to be in the simulation stack...
Re: Weight map Decay/Stay
okay, did it with the help of that tutorial: https://vimeo.com/21223643
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