fxwriter
I want to use the morph node for a freezing surface effect.

What I have is a plane thats being deformed and my hero plane is morphed to it with a live connection

If I create a weight texture or bounding Object when it gets to 0 it jumps back to the default position of my hero object (as it should) but what I want to know if there is a way to keep that last position and hold it.... I was thinking about the array data container or maybe the point node and setting a condition for position to keep last position....

just thought id throw this question out here in case someone has better starting point
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pshipkov
Maybe clamp the values to 0.0001 ?
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fxwriter
thank you Peter for the response, but I probably didnt explain myself correct.

The target Im pointing at in the morph is added with the connect function, meaning its live because its a deforming surface and I am trying to use the morph to "freeze" it in place, but if I use the weights what happens is as the value sets to 0 it goes back to origin and if its anything else its still deforming.

Hope that was clear  :)
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pshipkov
Do you think you can send me an example scene ?
I think there is an easier way to do this, but i need a data set to look at.
Thanks.
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fxwriter
Thanks Peter!

here is a rough example, the idea is that the hero plane would keep the deformation. As if the connect function in the morph tool where a per point array. Sadly i could not find how to connect that

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pshipkov
Check the attached scene.
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fxwriter
this is exactly it!!! amazing and thanks!!!

if you dont mind just giving me 2 or 3 sentences as to the logic here... 

Im seeing you use the ID for the position, this I would have never thought of, I was trying to use the actual point position when I tried using the point node. 

I cant begin to relate (Again) my appreciation for this site and community!

Thanks Peter
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pshipkov
Thanks for the kind words.
You are welcome.

Logic is very simple.
The point node has 3 inputs:
- neutral geometry
- deformed geometry
- per-point weights representing the ramp texture your have.There is also a buffer - an array that is used to store the "frozen" point positions.
Then the point node does this:
- at the initial frame the ramp is entirely white which means that all points are deforming. You can see that i am mapping them to the second input which is the deforming geometry. Also, positions is stored in the buffer.
-at the next frame some of the points are black. From that point i don't read the deforming geometry from the second input, but the stored positions in the buffer. So these become the frozen points.
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JeremyR
Any ideas why this doesnt work on OSX?
Looks like it has something to do with the ramp however I only see one mesh - the deforming one.
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pshipkov
Can you provide a screenshot ?
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JeremyR

Screen Shot 2017-07-05 at 7.23.46 AM.png 
Deformed object doesnt freeze
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pshipkov
Will check in OSX thanks.
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pshipkov
Ok, just checked in OSX, Maya2017, latest SOuP build
and everything works as expected.
Do you have the plugin loaded before opening this scene ?
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