Vertex Map - Multiple Grows/Decays
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Re: https://cineversity.forums.maxon.net/topic/954/vertex-map-growth-and-decay-how-to-achieve
Referencing the thread above...
I have the grow/decay working, but need subsequent "hits" (by an alembic) to repeat the process. Almost like rain drops/ripples hitting a surface...each hit should spread out and decay.
Subsequent hits now are registering the alembic touching it, but only the first hit grows.
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I may have it...the alembic needs to go in a folder as well, and the alembic, freeze, and the freeze folder set to max, with the decay above set to subtract.
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Hi atg,
It feels like you established what you wanted.
Here is a little example about ripples. Vertex Map2
CV4_2025_drs_25_ANrr_01.c4dAll the best
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Nope..still not working. This setup works until more hits are registered after grow/decay has already passed that area. Any ideas?
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Thanks Dr. Sassi. I think I can adapt that to my setup. I wouldnt have thought to put the freeze above the point object though. My thinking was bottom-to-top: point object -> grow it -> decay it.
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Hi atg,
Here is a different concept.
CV4_2025_drs_25_PArd_01.c4d
Compare Field and Friction to
CV4_2025_drs_25_PArd_11.c4d
Here are the three main influences:
The position of the Linear Field and its length will change the outcome.
The Remapping of the Spline Curve, has influence
The Friction as wellTo showcase the impact of the Field, I have titled it. This is just a demo, not suggested for production.
CV4_2025_drs_25_PArd_02.c4dYou need to explore it to art direct it easily, but I think it is worth a shot.
The line as a child is added as the first impact of a drop creates typically a counter drop, and is so longer seen.
Cheers
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Thanks. Particles works since it treats each hit as its own whereas the alembic doesnt.
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You're very welcome, atg.
Have a great weekend