You could also have a Blend Weight A of 1.0 and a Blend Weight B of -1.0 so that 100% of the source color is subtracted from 100% of the base color to create the blended color set according to the following formulae:īlended color set = primary blend weight x base color + secondary blend weight x source colorīlended color set alpha = primary blend weight x base color alpha + secondary blend weight x source color alpha Channels The source and base colors are added together or subtracted from each other, but the amount of each color in the resulting blended color set is controlled by the Blend Weight A and Blend Weight B.įor example, if the Blend Weight A is 0.80 and the Blend Weight B is 0.80, then 80% of the base color and 80% of the source color are added together to create the blended color set. The source and base colors are added together, but the amount of each color in the resulting blended color set is controlled by the Blend Weight A value.įor example, if the Blend Weight A is 0.25, then 75% of the base color and 25% of the source color are added together to create the blended color set according to the following formulae:īlended color set = (1- primary blend weight) x base color + primary blend weight x source colorīlended color set alpha = (1- primary blend weight) x base color alpha + primary blend weight x source color alpha Bilinear The resulting color is then applied over the base color using the source alpha to define the opacity of the blended color set according to the following formulae:īlended color set = base color x (source color x source alpha + 1 - source alpha)īlended color set alpha = base color alpha Linear The source color is multiplied by the base color. The resulting color is then applied over the base color using the source alpha to define the opacity of the blended color set according to the following formulae:īlended color set = base color - (source color x source alpha)īlended color set alpha = base color alpha Multiply The source color is subtracted from the base color. The resulting color is then applied over the base color using the source alpha to define the opacity of the blended color set according to the following formulae:īlended color set = base color + (source color x source alpha)īlended color set alpha = base color alpha Subtract The source color is added to the base color as if being projected onto the base through a slide projector. ![]() The shape of the decal is determined by the source color’s alpha according to the following formulae:īlended color set = source color x source alpha + (base color x (1 - source alpha))īlended color set alpha = 1 - ((1 - base color alpha) x (1 - source color alpha)) Add Vector, float or int fields of vert object are exported as point cloud attributes with the same identifiers as field names.The source color is applied to the base color like a decal. Noise texture used as driver for instances scale OutPoints = p // scale field is exported as an array Vector p.noise // Now per-point texture values are accessible by this field vector p.scale = p.noise* 3 // Use texture to drive instances scale To access texture values, declare vector field of vert object with same identifier as input array: vert p = inPoints Values are exported to output array under noise identifier: Input to mgAutomata node comes from mgSampler node, which computes texture values for given set of points. ![]() If connection made to inPoints contains array of integers named prop, then in order to access those values declare int field of vert variable named prop and perform input operation. The same approach applies to array attributes (inPoints, outPoints). If mesh connected to inMesh attribute of mgAutomata node has vertex color set named colorSet, then in order to access per-vertex colors within a script, declare vector field with the same identifier as a color-set name: vert v = inMesh Įvery vector field of vert variable that is outputted to outMesh attribute is converted to a color set as well: vert p = inMesh Communication with Maya environment is achieved through node attributes:ĭata input from Maya scene to mgAutomata is performed through attributes visible in script scope, under the same identifier as long name of node attribute: vert v = inMesh Ĭomputation results are exposed through node attributes in the same manner: outMesh = v Īs input and output operations of numeric data are straightforward, there are some custom rules for point and mesh data. Computations of new values are performed within mgAutomata node. MGL operates on a point data like position, normal vector, scale or user defined properties.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |