cloudfx Posted July 31, 2008 Share Posted July 31, 2008 (edited) Hi all, I have an animated character and he kicks and punches. I would like to get the character's prim velocity or point velocity in vop vex, so I can multiply it to opacity. What I am trying to do is faster velocity area gets high opacity and lower velocity area gets low opacity. Here is the set-up I have done for now.. What should I add to it? Thanks a lot! Edited July 31, 2008 by Jae Yoo Quote Link to comment Share on other sites More sharing options...
Jason Posted August 1, 2008 Share Posted August 1, 2008 Hi all,I have an animated character and he kicks and punches. I would like to get the character's prim velocity or point velocity in vop vex, so I can multiply it to opacity. What I am trying to do is faster velocity area gets high opacity and lower velocity area gets low opacity. Here is the set-up I have done for now.. What should I add to it? Thanks a lot! Do you want to drive the refraction intensity (Kt) with the magnitude of the velocity? Or do you want to blend two materials - glass and something else based on the magnitude of velocity? Quote Link to comment Share on other sites More sharing options...
cloudfx Posted August 1, 2008 Author Share Posted August 1, 2008 Do you want to drive the refraction intensity (Kt) with the magnitude of the velocity? Or do you want to blend two materials - glass and something else based on the magnitude of velocity? Hi, Jason. Refraction strength and opacity value. Thanks, Quote Link to comment Share on other sites More sharing options...
Jason Posted August 1, 2008 Share Posted August 1, 2008 Hi, Jason.Refraction strength and opacity value. Thanks, Okay, take a look at this simple example. I've driven three shaders by the 'v', which I've calculated in SOPs with a Trail SOP. Mixing shaders, ramping off Kt, and fading off the object (by reducing Of and Cf by the v magnitude). The Fit Range VOP in there is just to map the v magnitude to a decent 0-1 range. This will vary a lot based on your scene and your needs. drive_material_by_v.hipnc 1 Quote Link to comment Share on other sites More sharing options...
cloudfx Posted August 1, 2008 Author Share Posted August 1, 2008 Okay, take a look at this simple example. I've driven three shaders by the 'v', which I've calculated in SOPs with a Trail SOP.Mixing shaders, ramping off Kt, and fading off the object (by reducing Of and Cf by the v magnitude). The Fit Range VOP in there is just to map the v magnitude to a decent 0-1 range. This will vary a lot based on your scene and your needs. Hi, Jason. Thanks a lot! I got one more additional question, My animated character seems like it does not have big difference between the faster area and the slower area. I mean, there is difference between them.. but Its really slight. Is there any way to exaggerate the value like smaller value 1 -> 1.324 and stronger value 10 -> 223.34? Thanks, -j Quote Link to comment Share on other sites More sharing options...
SpencerL Posted August 1, 2008 Share Posted August 1, 2008 Hi, Jason.Thanks a lot! I got one more additional question, My animated character seems like it does not have big difference between the faster area and the slower area. I mean, there is difference between them.. but Its really slight. Is there any way to exaggerate the value like smaller value 1 -> 1.324 and stronger value 10 -> 223.34? Thanks, -j you can use a fit function to expand your magnitude range. You need to enter the original min and max values of your mag followed by your new min and max values. fit($YOUR_MAG, 1, 10, 1.324, 223.34) Quote Link to comment Share on other sites More sharing options...
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