Modificador Vertex Weight Proximity

Esse modificador define os pesos do grupo de vértices escolhido, baseado na distãncia entre o objeto (ou seus vértices), e outro objeto alvo (ou sua geometria).

Aviso

Este modificador faz a fixação implícita de valores de pesos no intervalo padrão (0.0 a 1.0). Todos valores abaixo de 0.0 serão definidos como 0.0, e todos valores acima de 1.0 serão definidos como 1.0.

Nota

You can view the modified weights in Weight Paint Mode. This also implies that you will have to disable the Vertex Weight Proximity modifier if you want to see the original weights of the vertex group you are editing.

Opções

../../../_images/modeling_modifiers_modify_weight-proximity_panel.png

O painel do modificador Vertex Weight Proximity.

Vertex Group

O grupo de vértices que será afetado.

Target Object

O objeto a partir do qual computar as distâncias.

Proximity Mode

Defines how distances are measured.

Objeto:

Uses the distance between the modified object origin and the target object origin.

All affected vertices receive the same weight value.

Geometria:

Uses the distance between each vertex and the target object’s geometry.

Geometry Geometry Mode

Defines which geometric elements of the target object are used when computing distances.

Vertex:

Uses the distance to the nearest vertex of the target object.

Edge:

Uses the distance to the nearest edge of the target object.

Face:

Uses the distance to the nearest face of the target object.

Nota

When multiple geometry types are enabled, the shortest distance is used.

If the target object has no geometry, such as an empty or camera, the object origin is used instead.

Lowest

Distance value mapped to a weight of 0.0.

Highest

Distance value mapped to a weight of 1.0.

Dica

Lowest can be set above Highest to reverse the mapping.

Normalize Weights

Scale the weights in the vertex group to keep the relative weight but the lowest and highest values follow the full 0 - 1 range.

Decaimento

Tipo

Defines how distances are converted into weight values.

Linear:

Uses a direct linear mapping.

Custom Curve:

Uses a user-defined curve for the mapping.

Acentuado:

Creates a sharper transition.

Suavizar:

Creates a smoother transition.

Raiz:

Biases the mapping toward higher values.

Esfera:

Creates a rounded spherical-style falloff.

Random:

Assigns random weights to vertices.

Passos em média:

Produces binary weights of either 0.0 or 1.0, using 0.5 as the threshold.

Invert

Inverts the falloff.

Influência

Those settings are the same for the three Vertex Weight modifiers, see the Vertex Weight Edit modifier page.

Exemplo

This example shows the usage of distance from a target object to dynamically control a Wave modifier with a modified vertex group:

The blend-file, TEST_1 scene.