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Wet Maps - Persistent Selection / Vertex Colors

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esproduction1
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Wet Maps - Persistent Selection / Vertex Colors

Hello!

I recorded a 2 part tutorial on creating persistent 'wet maps' in 3DS Max 2016 using MCG - Max Creation Graph.

Part one dives into a great MCG Modifier created by Martin Breidt which creates a soft-selection based on a vertex proximity to a picked node and then caches the resulting data resulting in a persistent soft selection.

Part two shows how the soft selection can be transformed into a blended wet / dry map using another MCG modifier in the stack.

These tutorials go through the Max Creation Graphs node by node in an attempt to describe how data is flowing though the modifiers to give insight on how one might use these building blocks to create new modifiers with soft selection, vertex color, cached values and arrays - as well as some practical examples of functional programming.

Packaged MCG files with groups and extensive notes explaining the flow are included.

Check out the teaser / intro here: https://vimeo.com/125961832
Check out the full tutorials at: www.elarasystems.com/labs

Any feedback is greatly appreciated!~

 

Bob Dyce

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Anonymous
in reply to: esproduction1

I have a quetion, how to clear the softselection by click a button.Because in frame 0,the softselecction region must be restored.

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