Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 08-06-2020 , 08:41 AM
Join Date: Jun 2020
Posts: 1

NCloth set alpha based on vertex position

I am trying the following setup:

NCloth material has a) or a initial state, b) a copy of mesh in initial state
NCloth is tearable and will split / explode in many places which should alpha/fade based on some "life" parameter, or in this case, the vertices current distances from their initial position.

I am using Arnold as renderer and my attempt is to use vertex color driven by expression comparing every frame every vertex from its original position and then remapping this distance to work as transparency channel on the object texture.

I am very far from achieving any promising effect after 3 -4 hours and I am using just a simple cube as test.
Anyone has any experience about similar situation for advising?
(have no idea what happened to code formatting below - you have to select the text in order to see it...)

 int $vtxCount[] = `polyEvaluate -v pCube1`;
for($i = 0; $i < $vtxCount[0] ; $i++){
	float $c1[] = `pointPosition -l pCube1.vtx[$i]`;
	float $o1[] = `pointPosition -l pCube2.vtx[$i]`;

	float $d1 = sqrt(  ($o1[0] - $c1[0]) * ($o1[0] - $c1[0]) + ($o1[1] - $c1[1]) * ($o1[1] - $c1[1]) + ($o1[2] - $c1[2]) * ($o1[2] - $c1[2]));  
	if ($d1 > 0.01) {
		//setAttr remapColor1.inputMin = $d1; $d1 $d1 $d1 ; works only when I press "evaluate button"
               //direct connection
                remapColor1.inputMin = $d1;

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads