Description

Title:Using Vertex map
Category:Workflow
Status:Implemented
Priority:
Posted By:ilay7k ( Ilay )
Date Created:22 September 2018
Description:

Hello

Using vertex maps as distribution maps or multipliers

Follow Ups

Vertex map shader for multipliers - https://help.maxon.net/us/#XSLAVERTEXMAP

Thank you, we'll look into it

Marsel Khadiyev (Software Developer, EPHERE Inc.)

hmm I'd prefer using B&W texture maps instead of vertex weight maps which are limited . ( so polygon selections for growing and then a painted texture in B&W to "multiply" / control the density/ other effects ) 

Hello Clement

I mean new fatures of R20 with fields, for vertexmap/vertexcolor

B/W maps should already be usable. It'd be nice to have an option to use both.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

oh ok guys sorry :) . both it's great so ;) 

As you say b/white maps should be usable already - got a lot of them work from Cinema´s shader list as a distribution multiplier, like noise, gradient, checkerboard etc. but unfortunately not vertexmap shader though converted by colorizer to black and white. Trying to use spline shader will crash cinema btw.

Hello Lothar.

I'm trying to get image from such method

just a sample. Checkerboard itself is working fine but if used within a vertexmap shader fails


Attached Files:
Image 1Image 2

Hi,

According to the Maxon SDK support, the Vertex Map shader needs a Volume Data to sample successfully, and this is available only in post effects or during render. So I think it is not useful for brushing.

The best we could do is to read the Vertex Map Tag, identify all triangles it covers, and add a new option in GFM and HFG "Use Vertex Map", that would work like "Use Face Includes". Would that be useful instead?

Hello Roger

Yes. If it will more easy set up, why not. I'm thinking how create baker for VMap

Hello Roger, i found tip and solution from Kent Barber, at 14:23 about baking vmap as ao - https://vimeo.com/295690025


Attached Files:
Image 1

Hi @ilay7k,

The festure suggstion was implemented, allowing to use Vertex Map and Vertex Colors tags on the distribution mesh and any other multiplier shader.

We can now "live paint" hair and guides on the current nightly build :)

Roger