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Color vertex map to volume offset

4 REPLIES 4
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Message 1 of 5
Konstontin
229 Views, 4 Replies

Color vertex map to volume offset

Hello!

 

I'm trying to change the thickness of the volume using color vertex map. And than convert it into a mesh.

 

But instead of a solid mesh with varying thickness, I get another mesh for each vertex map value.

 

What am I doing wrong?

 

image.png

 

4 REPLIES 4
Message 2 of 5
sepu6
in reply to: Konstontin

Hey, 

 

So in theory this should be pretty straightforward since the "offset_level_set" node should provide a mask for this operation. Hopefully, this will be added soon. A lot of the volume operations should have a mask port. 

Anyhow to create a proper mask with volumes, they should be a fog/density volume, so even if we were to have the option in BF right now the way that you are trying to do it will not work. 

 

For now, you have to work with fields I attached a file and added some comments so you understand what is happening. Basically, I create a geo property that gets transferred to a voxel property by the volume to mesh. 

Then you convert both of these into fields and multiply them. I use the fcurve field to invert it, (play with the values here to get what you want or invert if u want) (Check the fields with the scalar field scope)  then you use the field to volume and offset the volume in the node. 

 

HTH

 

maya_U5vOfKCu3I.png

Message 3 of 5
Konstontin
in reply to: sepu6

Wow.

It's not an easy solution and doesn't work perfectly.

The gradient distribution isn't smooth.

image.png

 


Hopefully, this will be added soon. A lot of the volume operations should have a mask port. 

I'm really looking forward to this functionality in new versions!
Thanx!

Message 4 of 5
sepu6
in reply to: Konstontin

That is dependent on your input mesh though, the more pts you have the better and more accurate representation you will see of that gradient/color vertex. Also, it can help if you add a smooth voxel node before you convert to mesh. 

 

Just to be clear when they add the mask ports on the volume nodes you will still have to create a volume btw, but it will be a density vol.  

Message 5 of 5
Konstontin
in reply to: sepu6


@sepu6 wrote:
the more pts you have the better and more accurate representation you will see of that gradient/color vertex. Also, it can help if you add a smooth voxel node before you convert to mesh. 

These are obvious solutions, but not always suitable.

 


@sepu6 wrote:

when they add the mask ports...


Hope this happens as soon)

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