Weight map Decay/Stay

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sant0s
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Location: São Pedro de Moel

Weight map Decay/Stay

Post by sant0s » 21 May 2014, 14:28

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 :)
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crack.jpg

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Hirazi Blue
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Re: Weight map Decay/Stay

Post by Hirazi Blue » 21 May 2014, 14:42

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?
Stay safe, sane & healthy!

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sant0s
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Location: São Pedro de Moel

Re: Weight map Decay/Stay

Post by sant0s » 21 May 2014, 15:10

ah okay, I see what you mean. There is information where no information needs to be, right?
What would be the faster/correct way?

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Hirazi Blue
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Re: Weight map Decay/Stay

Post by Hirazi Blue » 21 May 2014, 15:18

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...
Stay safe, sane & healthy!

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sant0s
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Location: São Pedro de Moel

Re: Weight map Decay/Stay

Post by sant0s » 21 May 2014, 15:26

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?

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Hirazi Blue
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Re: Weight map Decay/Stay

Post by Hirazi Blue » 21 May 2014, 15:30

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!

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sant0s
Posts: 353
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Location: São Pedro de Moel

Re: Weight map Decay/Stay

Post by sant0s » 21 May 2014, 15:42

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...

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sant0s
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Joined: 05 Sep 2011, 22:57
Location: São Pedro de Moel

Re: Weight map Decay/Stay

Post by sant0s » 22 May 2014, 10:11

okay, did it with the help of that tutorial: https://vimeo.com/21223643
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crack_expand.jpg

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