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Morphing 2D


vfxstudent

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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
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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.

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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 ?

post-7701-133006822263_thumb.png

Edited by vfxstudent
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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
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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
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