vfxstudent Posted February 23, 2012 Share Posted February 23, 2012 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 VV Quote Link to comment Share on other sites More sharing options...
Macha Posted February 23, 2012 Share Posted February 23, 2012 (edited) 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 February 23, 2012 by Macha Quote Link to comment Share on other sites More sharing options...
vfxstudent Posted February 23, 2012 Author Share Posted February 23, 2012 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. Quote Link to comment Share on other sites More sharing options...
vfxstudent Posted February 24, 2012 Author Share Posted February 24, 2012 (edited) 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 ? Edited February 24, 2012 by vfxstudent Quote Link to comment Share on other sites More sharing options...
Macha Posted February 24, 2012 Share Posted February 24, 2012 (edited) 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 February 24, 2012 by Macha Quote Link to comment Share on other sites More sharing options...
vfxstudent Posted February 24, 2012 Author Share Posted February 24, 2012 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 Quote Link to comment Share on other sites More sharing options...
vfxstudent Posted February 24, 2012 Author Share Posted February 24, 2012 fvf Quote Link to comment Share on other sites More sharing options...
eetu Posted February 24, 2012 Share Posted February 24, 2012 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). Quote Link to comment Share on other sites More sharing options...
vfxstudent Posted February 26, 2012 Author Share Posted February 26, 2012 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 Quote Link to comment Share on other sites More sharing options...
Macha Posted February 26, 2012 Share Posted February 26, 2012 (edited) 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 February 26, 2012 by Macha Quote Link to comment Share on other sites More sharing options...
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