@vincent-hardy Thanks Dr Sassi. I'll share my idea at the support center for a MoGraphWeight node for RedShift materials, it seems it would be handy.
Latest posts made by vincent.hardy
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RE: Equivalent of Vertex Attribute for MoGraph clones?
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RE: Equivalent of Vertex Attribute for MoGraph clones?
Hi Dr. Sassi,
Thanks for the feedback. Sorry for attaching the wrong file. Here is the right one:
Cheers,
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RE: Equivalent of Vertex Attribute for MoGraph clones?
Hi Dr Sassi,
Thanks for the fast response again :-).
Hi contribution-stage,
I updated my profile so that my name is no longer contribution-stage, good you pointed it out!
However, here is an alternative:
Thanks for the alternative, using a variable tag to define a vertex map on the cloner. I tested it in my set up (simplified, below), and it holds up on my system, even though I see the Memory usage go up in Activity Monitor.
With Python, you are between chairs here, as this forum is strictly code-free for security reasons. The forum for Python is here:
https://developers.maxon.net/forum/I understand the word of caution about Python. I hope I had no code left in the file I sent but if I do have questions about Python, I will go to the developer forum you pointed me to.
When I get your full setup (not part of the file above, and thanks for leaving the code out!), then my suggestion would be to use the Python Effector to set the RGB and Weight (Alpha in your case) and use the data you have to influence the value that you need.
Less elements, but if that is less work - you pick.Here is my full set-up (actually, still simplified a bit, but it has the approximate scale (in number of clones ) that I am using. This test file has both my original approach and also your solution with Vertex Maps. I am interested in understanding how to you a PythonEffector to modify a clone's color and alpha to use in the RedShift shader but I have not researched that yet.
Thanks again,
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Equivalent of Vertex Attribute for MoGraph clones?
Hello,
I am working on a project where I need to drive both the brightness and opacity of clones. I have a Python script which computes a point cloud for where the clone should be placed, as well as two weight maps, one for the brightness and one for the alpha. I am looking for solutions to use these weight maps in the RedShift material applied to the cloner. I have a solution which works, but I am not sure it is the most adequate.
I came up with the attached file as a solution, and I did my best to use fields wherever I found possible. I am attaching the test file that illustrates my current working solution.
Essentially, it uses two Effectors, one to drive the RSMGColor attribute value, and another to drive the RSMGWeight. One of the Effectors affects the Weight, and the other the Color. I can then use these two attributes through a Scalar User Data node in my RedShift material.
My question is: is there a better solution? In particular, is there a method equivalent to using a Vertex Attribute node which points to a Vertex map, but for MoGraph weights? I was looking for something like a Weight Attribute node where I could set the Attribute Name to my weight map's name, or something like it, but I could not find anything like this. I love that the Vertex Attribute is very versatile and simple for geometry shading, and am looking for something similar.
Thanks in advance for your help. I hope I am not missing the obvious!
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RE: Fracture object and time offset in Effector not working
Hi Dr Sassi,
Thanks a lot for the prompt answer, and yes, this works perfectly for me.
Much appreciated!
Have a great week-end,
Cheers,
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Fracture object and time offset in Effector not working
Hello,
I have been trying to get a project working with the MoGraph Fracture object so that I can apply effectors to geometry I generate through a Python Script. This works awesome for effectors impacting the position / scale / rotation of the fracture object children. However, I am not able to get an effector to properly impact the children's time offset.
In the attached file, I have tried to isolate and illustrate the issue with a simple test case:- In green, I have a simple cloner which has a Random Effector. The Random Effector sets a random 0-20 frame delay (the effector min is 0%, max is 100%). As expected, the clone's animations (a simple 90 degree rotation) happens at random times.
- In red, I have a fracture object with the same number of cubes, at the same positions as in the cloner (for comparison). I have set the same Random Effector. However, there is no time offset applied to the fracture object's children.
Am I doing something wrong, is this a bug or working as expected? If working as expected, what are my options to set a time offset for each of the fracture object's children, if effectors and time offsets do not work?
Including my test file:
fracture-time-offset-question.c4dThanks in advance!
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RE: [Help] Building the Rig
Are the rigs shown in the Building the Rig video series available so we can follow along?