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Morphing 2D


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#1 vfxstudent

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Posted 22 February 2012 - 11:45 PM

Hi there ,
Is there a way to read and  transform a 2dimage with a mosaic effect into a 2d mesh  and then  morph the mesh into an other 2D image with same mosaic effect ?
thanks a lot
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#2 Macha

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Posted 23 February 2012 - 12:22 AM

Greetings Vito. Make a grid, add noise to x and z, uv map it, use a vopsop with a mapcolor node to color the points, attributepromote the colors to primitive, do the same with another grid with equal pointcount, and then blendshape, it should work.

Edited by Macha, 23 February 2012 - 12:22 AM.

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#3 vfxstudent

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Posted 23 February 2012 - 02:09 AM

View PostMacha, on 23 February 2012 - 12:22 AM, said:

Brillant , tnks Macha i'll go trouhgt it and i anything goes wrong i'll feedback . Again very glad to meet u here and tnks a lot !!!!!!
VV


Greetings Vito. Make a grid, add noise to x and z, uv map it, use a vopsop with a mapcolor node to color the points, attributepromote the colors to primitive, do the same with another grid with equal pointcount, and then blendshape, it should work.


#4 vfxstudent

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Posted 23 February 2012 - 11:24 PM

hi Mocha  
I'm having some difficolties:

for noise to the grid i used a fractal an then a uv texture and a vop sop .
Inside the vop sop i do not know how to connect properly the parameter that u suggest me and promote the color point attribute to the geometry ,can u help me to set up this network ?

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Edited by vfxstudent, 23 February 2012 - 11:26 PM.


#5 Macha

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Posted 23 February 2012 - 11:47 PM

You need to enter floats into the u and v slots. What you are doing there is entering a (position) vector. So, put down a vector to float node and use the first and second output as u and v then it should work, if your numbers are in the 0..1 range.

The output should be going into color. At the moment you put it into position. That's interesting and may even be useful at times but not in this case.

Oh, and you should put the filepath of your map into the first pinkish node.

Edited by Macha, 23 February 2012 - 11:48 PM.

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#6 vfxstudent

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Posted 24 February 2012 - 03:12 AM

Hi mocha ,

First of all thank you for all,



this is the network but  seems to me that not work so far for sure i've wrong somthing , I tryed to append a point sop after the fractal , adding color but nop .........

thank you again

#7 vfxstudent

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Posted 24 February 2012 - 03:14 AM

fvf

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#8 eetu

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Posted 24 February 2012 - 04:00 AM

point W coordinate is not UV coordinate. You should either give the incoming geometry proper UVs and feed them to Colormap VOP (better), or use scaled x,y,z-coordinates (ugly).
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#9 vfxstudent

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Posted 26 February 2012 - 01:25 AM

Hi Illusionist , tnks a lot for the suggestion ,
I've appended a uv text sop at geo level , but due to the fact that vop operator are new to me I'm not abbe to find the  UV u mentioned , so point W is not correct can u help me to fix it ?

thanks
VV

#10 Macha

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Posted 26 February 2012 - 12:12 PM

You need to use uv texture before you append the vopsop. Or make a vector attribute called uv with $BBX, $BBY, $BBZ as components, which should work for a plane.

Thn use import attribute vop to get the attribute into your vopsop.

Edited by Macha, 26 February 2012 - 12:12 PM.

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