Notch Notch
Manual 1.0 Manual 0.9.23
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Smooth Weightmap

Smooth Weightmap

Updated: 6 Feb 2025

Iteratively smoothes an existing weightmap
Example .dfx

Method #

This node modifies an existing weightmap by running an iterative smoothing algorithm the weight values of an existing weightmap. This can be used to smooth, expand, or shink an existing weightmap.

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 XThe objects position along the local x-axis.
Position YThe objects position along the local y-axis.
Position ZThe objects position along the local z-axis.
Rotation HeadingThe objects rotation around the local y-axis.
Rotation PitchThe objects rotation around the local x-axis.
Rotation BankThe objects rotation around the local z-axis.
Scale XThe objects scale along the local x-axis.
Scale YThe objects scale along the local y-axis.
Scale ZThe objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
PositionToggle inheritance of the Position from the parent.
RotationToggle inheritance of the Rotation from the parent.
ScaleToggle inheritance of the Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
WeightmapTBC
Apply ModeChoose whether the weightmap applies to the individual vertices or the mesh chunks.
  • Vertices : The generated weightmap is applied to the mesh vertices.
  • Chunks : The generated weightmap is applied to the separated mesh pieces.
Transform SpaceChoose which transform space the weightmap uses. Does not affect falloffs.
  • Local : Weights are calculated in the Local Space of the object, so transformations of the parent mesh will not affect the generated weightmap.
  • World : Weights are calculated in the World Space of the scene, so transformations of the parent mesh will apply the weightmap differently depending on the mesh position.
Blend AmountBlend the new weightmap over the existing weightmap.
ModeHow the smoothing algorithim should be applied
  • Smooth : The iterations are used to blur the existing weightmap across the vertices, generating a smoother result.
  • Expand (Max) : The iterations are used to grow the existing weightmap.
  • Contract (Min) : The iterations are used to shrink the existing weightmap.
Smoothing IterationsHow many smoothing iterations are applied to the existing weightmap. More iterations generate a smoother weightmap (depending on the Mode selected), but increase the performance cost.
Time ModeHow the weightmap updates with relation to the timecode.
  • Locked To Timecode : The weightmap animations are locked to the timecode and the same time will always yield the same results.
  • Running / Looping : The weightmap animations are disconnected from the timecode and will run seamlessly at the end of the compositon.
Show WeightmapVisualise the weightmap as vertex colours on the source geometry

These properties control where the deformer affects the geometry.

ParameterDetails
Use FalloffEnable falloff from the position of the deformer.
Falloff ShapeSelect which shape to use to draw falloff from.
  • Sphere : How quickly the falloff drops to 0 at the outer falloff.
  • Cylinder - X : Falloff is drawn radially outward from a line along the x axis, forming a cylindrical falloff.
  • Cylinder - Y : Falloff is drawn radially outward from a line along the y axis, forming a cylindrical falloff.
  • Cylinder - Z : Falloff is drawn radially outward from a line along the z axis, forming a cylindrical falloff.
  • Plane - X : Falloff is drawn outward from a plane formed on the YZ axis.
  • Plane - Y : Falloff is drawn outward from a plane formed on the XZ axis.
  • Plane - Z : Falloff is drawn outward from a plane formed on the XY axis.
Falloff RangeLimits the range the deformer is effective at.
Falloff Inner RangeThe inner range from which the falloff is calculated from.
Falloff Curve PowerHow quickly the falloff drops to 0 at the outer falloff.
Invert FalloffInvert the direction of the falloff.
Falloff CurveVisualises the falloff curve, from being completely in effect to no longer effective.

Inputs

NameDescriptionTypical Input
Falloff NodeTBCTBC
Generated WeightmapTBCTBC
Transform ModifiersTBCTBC
Target NodeTBCTBC
Local Transform OverrideTBCTBC
Position XTBCTBC
Position YTBCTBC
Position ZTBCTBC
Rotation HeadingTBCTBC
Rotation PitchTBCTBC
Rotation BankTBCTBC
Scale XTBCTBC
Scale YTBCTBC
Scale ZTBCTBC
Get World Position XTBCTBC
Get World Position YTBCTBC
Get World Position ZTBCTBC
Blend AmountTBCTBC
Animation SpeedTBCTBC
Inner RangeTBCTBC
Outer RangeTBCTBC
Falloff Curve PowerTBCTBC
Smoothing IterationsTBCTBC