This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 08-06-2020 , 08:41 AM

BrandaoSA
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.
(have no idea what happened to code formatting below - you have to select the text in order to see it...)

Code:
``` 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

### Topics

10

By e11productions Animation
0

0

3

5

2

### VFX News

On 2022-07-18 14:30:13

On 2022-07-18 14:17:59

On 2022-07-15 13:14:36

On 2022-05-13 13:52:25

On 2022-05-02 20:24:13

On 2022-04-13 16:02:13