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procedural? shader?


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hi,

how i can controll the shading of an object in relation to specific point positions....

Examplefile is attatched.... i`d like to animate let's say the lightness of my shader along my surface...the surface near the copied spheres should turn brighter with a smooth falloff...

post-4387-1238425232_thumb.jpg

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You see if a SOP approach would work. Create an attribute on the points of your geometry and pass that in to your shader with a Parameter VOP with the same name and type as your geometry attribute. Then use that to control the lightness of your final color.

One specific approach in SOPs would be to isolate those root points that are used to build your branching structure then copy colored spheres on to those points. Then Attribute transfer the color from those spheres on to your final branch structure with a nice falloff to create the soft boundaries.

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the attrib to shader thing works :) ... for now only with pointcolorvalues, i'm not shure how to set up a parameter in the shader and link it with my attribute to control the lightness for example....

may it does not fit below the headline of this thread but there are some other issues i have in my scene...

i ve setup my lsystem with a wiresolver to get some dynamics...i get troubles with my polywire sub ...the smoothpointvalue distorts some parts of my geo over time when the branches move...how can i avoid that?

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there was a bit of misunderstanding with the wireobject simulation ....

i linked the dopimport node before my polywire in my hirarchy... i thought the process would be less cpu intensive doing so...

(only calculating the curves of my l saystem before polygenertion with polywiresop.

is it possible to cache out geometry with a file ore something after geocaluculation (polywire in my case ore mountain etc.) so that i can refere to my curvestructure (lsystem) afterwards for the wiresimulation without recalculation of polywire.

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hey man

you could use a lattice and deform the polywire with the lsystem u generated?

take a look at the file below, this uses a rest position to stop the swimming of the textures

and a lattice to stop the popping in ur polywire that occurs on the lsystem that is the spine of the polywire :)

hope this helps

:)

metropol_opener_13.hipnc

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