Showing posts with label mask. Show all posts
Showing posts with label mask. Show all posts

Wednesday, 1 April 2026

stop shadow catcher from receiving shadows

Use the Light Linker, but switch the Link Type to Shadow Mask.
Now select your light sources and remove the shadow catcher from the Shadow Casters list.
This will prevent complex objects with detail from casting unwanted shadows on themselves (even though you've unticked self-casting on their object!)

like this- 



Wednesday, 28 August 2024

mark fancher mograph video notes

 some mark fancher youtube vex tidbits-

//in a rig attrib wrangle, to rotate joints - take into account parenting!-

vector axis={1,0,0};

prerotate(4@localtransform, chf("angle"),axis);

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//in a rig attrib wrangle,to scale joints - take into account parenting-

prescale(4@localtransform, chf("scale"));



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//point wrangle, after a distance along geometry - nice rampable normalised mask

float map=f@map;

float p=chf("position");

float t=chf("transition");

t=max(t,0.0001); //clamps down value

p=fit01(p,-t,1); //makes mask zero when t at low values and p at zero

float mask=fit(map,p,p+t,1,0);

mask=chramp("ramp",mask);

f@mask=mask;

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how to store activation frame based on a threshold of something

in a point wrangle

if(@value>chf("threshold")){

i@group_active=1;

}

inside a solver...connect prev_frame to input 2 and input 1 to 1 of a point wrangle..

int prev_active=inpointgroup(1,"active",@ptnum); //check if previous frame was active

//if group active and NOT previously active then give active_frame value of current frame

if(i@group_active==1 && prev_active==0){

f@active_frame=@Frame;

}


float activationFramePrevious=point(1,"active_frame",@ptnum);

f@active_frame=max(activationFramePrevious, @active_frame);



simple spring solver - prev frame into input 1, input 1 into 2nd input of wrangle

based on F=-kx -bv

where F is force, k is the spring coefficient (stiffness), x is the distance, b is the damping and v is velocity. We also use F=ma to calculate acceleration (and use that for velocity, which ultimately gets added to Position)

float m=chf("mass");

float k=chf("stiffness");//stiffness coefficient

float b=chf("damping");//damping coefficient


vector p2=point(1,"P",@ptnum);//position of point on "current" frame

vector x=@P-p2; //distance between previous and current

vector f=-k*x -b*v@_v;//calculate force using damped harmonic motion equation


vector a =f/m; //get acceleration from f=ma to then find...

v@_v+=a;//velocity

v@P+=v@_v;//new position is calculated by adding velocity vector to current pos