Hey,
I would like to create a weightmap based on the proximity between two objects (closest location). The closer the objects are to eachother, the higher the values should be.
I tried following the transfer CPV data tutorial on youtube and downloaded the compound but it doesnt seem to work for me. No colours appear. Also, I don't want to transfer colorset data, I just want to create it.
Ultimately I would like this to be live and usuable in a shader network.
Thanks!
Solved! Go to Solution.
Hey,
I would like to create a weightmap based on the proximity between two objects (closest location). The closer the objects are to eachother, the higher the values should be.
I tried following the transfer CPV data tutorial on youtube and downloaded the compound but it doesnt seem to work for me. No colours appear. Also, I don't want to transfer colorset data, I just want to create it.
Ultimately I would like this to be live and usuable in a shader network.
Thanks!
Solved! Go to Solution.
Solved by mjcg91. Go to Solution.
Hi @mjcg91
There is a way to falloff overtime. Not only accumulate but i will like to have something like dissipation over time?
I suppose is the same method with range and if accumulate over, but i don't get over this idea.
Thanks
Hi @mjcg91
There is a way to falloff overtime. Not only accumulate but i will like to have something like dissipation over time?
I suppose is the same method with range and if accumulate over, but i don't get over this idea.
Thanks
Hello @darioOrtisi,
You can do that to fade values over time. It will eventually clamp to 0 (black). the rate value means how much the value should face per second. If set to 1, a white point will become black in 1 second. 0.5 in 2 seconds...etc
Hello @darioOrtisi,
You can do that to fade values over time. It will eventually clamp to 0 (black). the rate value means how much the value should face per second. If set to 1, a white point will become black in 1 second. 0.5 in 2 seconds...etc
The idea I got looks good but my implementation sucks. Thanks Maxime, i will try to understand how to make wipe inverted but blend togheter.
The idea I got looks good but my implementation sucks. Thanks Maxime, i will try to understand how to make wipe inverted but blend togheter.
Can you share this file?
Can you share this file?
Unfortunately i don't have this scene anymore. Failed backup.
Anyway, this scene get the principle that are on the basic scene posted inside this thread. Nothing more then.
Unfortunately i don't have this scene anymore. Failed backup.
Anyway, this scene get the principle that are on the basic scene posted inside this thread. Nothing more then.
Hi @mjcg91,
this technique is fantastic - thank you for showing us. I would like to get the resulting colour property out of the bifrost graph and access it as a connectible doubleArray map attribute for other uses. I cannot figure out how to do that, are you able to help and give me an example please? Or anyone else who knows! I would greatly appreciate it.
Thank you in advance!
-julian
Julian Butler
Hi @mjcg91,
this technique is fantastic - thank you for showing us. I would like to get the resulting colour property out of the bifrost graph and access it as a connectible doubleArray map attribute for other uses. I cannot figure out how to do that, are you able to help and give me an example please? Or anyone else who knows! I would greatly appreciate it.
Thank you in advance!
-julian
Julian Butler
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