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Generate Weightmap

Generate Weightmap

Updated: 10 Feb 2025

Generates a weightmaps from input sources

image

Example .dfx

Method #

This node generates generate per-vertex or per-polygon weightmap based on various input data types, such as Shading Nodes, Generators, and Procedurals. These can then be used to vary the strength of Deformers on the parent mesh.

The output from this node is a vertex weightmap which is unique to the parent mesh, so can’t be used to influence other meshes.

Node placement is important! Weightmaps are generated following the deformer processing stack, so make sure to place the weightmap at some point before the deformer its applied to.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position X The objects position along the local x-axis.
Position Y The objects position along the local y-axis.
Position Z The objects position along the local z-axis.
Rotation Heading The objects rotation around the local y-axis.
Rotation Pitch The objects rotation around the local x-axis.
Rotation Bank The objects rotation around the local z-axis.
Scale X The objects scale along the local x-axis.
Scale Y The objects scale along the local y-axis.
Scale Z The objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Apply Mode Choose whether the deformer applies to the individual vertices or the mesh chunks.
  • Vertices : The mesh deformations are applied to the mesh vertices.
  • Chunks : The mesh deformations are applied to the separated mesh pieces.
Transform Space Choose which transform space the deformer uses for deformation. Does not affect falloffs.
  • Local : Deformations are calculated in the Local Space of the object, so transformations of the parent mesh will not affect the deformation.
  • World : Deformations are calculated in the World Space of the scene, so transformations of the parent mesh will apply the deformer differently depending on the mesh position.
Blend Amount Global override for how much the deformer affects the mesh.
Time Mode How the deformer updates with relation to the timecode.
  • Locked To Timecode : The deformer deformations are locked to the timecode and the same time will always yield the same deformations.
  • Running / Looping : The deformer deformations are disconnected from the timecode and will run seamlessly at the end of the composition.
Mode The mode by which the value is generated.
  • Falloff Only : The deformer’s falloff parameters are used to calculate the weight.
  • Texture Coordinate - X : The X component of the geometry’s texture coordinate is scaled by the falloff and used as the weight.
  • Texture Coordinate - Y : The Y component of the geometry’s texture coordinate is scaled by the falloff and used as the weight.
  • Texture : An input texture is sampled using the geometry’s texture coordinates and the luminance of the sampled pixel is used as the weight.
  • Procedural : A procedural system is used to generate the weight based on the geometry’s vertex coordinates.
  • Shading : A shading node is used to generate the weight based on the geometry’s vertex coordinates.
  • Normal Facing Direction : A value is generated by the direction of the normal and used as the weight.
  • Random : The weight is generated at random across the geometry.
Per-Polygon Weightmap Determines whether the weightmap should specify a value per-polygon or per-vertex.
Gain Scale the weighting per vertex for all vertices.
Offset Offset the generated weights for all vertices.
Sharpness Ramps the sharpness of the generated value to a power.
Min Value Limit the minimum weight generated for all vertices.
Max Value Limit the maximum weight generated for all vertices.
Invert Invert the weights across the weightmap.
Seed Seed for the noise if using the mode: “Random”.
UV Scale X Scale the UV texture along the X axis. Only functions with one fo the texture modes selected.
UV Scale Y Scale the UV texture along the Y axis. Only functions with one fo the texture modes selected.
UV Offset X Offset the UV texture along the X axis. Only functions with one fo the texture modes selected.
UV Offset Y Offset the UV texture along the Y axis. Only functions with one fo the texture modes selected.
Texture Wrap Mode U Controls how textures used by Weightmap are wrapped when the U value range exceeds 0 to 1. Only functions with one fo the texture modes selected.
Texture Wrap Mode V Controls how textures used by Weightmap are wrapped when the V value range exceeds 0 to 1. Only functions with one fo the texture modes selected.
Show Weightmap Visualise the weightmap as vertex colours on the source geometry

These properties control where the deformer affects the geometry.

ParameterDetails
Enabled Enable falloff from the position of the deformer.
Shape Select which shape to use to draw falloff from.
  • Sphere : Falloff is drawn outward from a central point, forming a spherical falloff.
  • Cylinder : Falloff is drawn outward from a line, forming a cylindrical falloff.
  • Plane : Falloff is drawn outward from a plane.
Shape Orientation Along which axis the shape should be drawn.
Outer Range The outer range from which the falloff is calculated from.
Inner Range The inner range from which the falloff is calculated from.
Curve Power How quickly the falloff drops to 0 at the outer falloff.
Invert Invert the direction of the falloff.

Inputs

NameDescriptionTypical Input
ImageThe image that is sampled when the mode is set to “Texture”.Video Loader
Procedural RootThe procedural system that is sampled when the mode is set to “Procedural”.Procedural Root
Shading NodeThe shading node that is sampled when the mode is set to “Shading”.Fractal Noise
Falloff NodeUse an input node to control the transformation values of the falloff.Null
Generated WeightmapAdd a weightmap to vary the strength of the deformer across the surface.Generate Weightmap
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null

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