Create Intricate Patterns using Geodesic Distance Modifier
The Geodesic Weight MeshOp allows you to create a vertex map based on a mesh and a set of input points defined in an array. Through the use of locators and the Geodesic map, you can adjust the intensity of operations applied to a mesh based on the size, distance, and position of the locators.
The easiest way to use the Geodesic Weight MeshOp is within the Schematic Viewport. To set up the Geodesic Weight operation:
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There are also a few options available to you within the Geodesic Weight MeshOp properties:
Geodesic Weight Properties |
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Map Name |
Sets the name of the Geodesic Map to use for output |
Select Geodesic Map |
Set the generated Geodesic Map as the currently selected Vertex Map |
Normalize |
Normalizes the values in the vertex map between the input point (0.0) and the furthest point along the surface from the input point (1.0) |
Triangulate Mesh |
Converts your geometry into triangles when calculated, so that the distance between points can be calculated. This does not impact the topology of your mesh and is used for calculations only. If your mesh is guaranteed to be triangulated, this can be turned off |
Invert |
Inverts the distance values of your mesh. Your furthest point will gain a value of 1.0, while your input gains a value of 0.0 |