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Michael Rader

Animate SECTION of texture on a surface

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The Vertex Map is painted on using the Brush. This can be finessed later if desired by erasing or adding to areas. Then the Shader Effector has an animated Falloff in Box shape that follows the Y axis. Double click the Vertex tag and you will see the Vertex Map and can edit it in that mode. The Restriction Tag on the Shader Effector uses the Vertex Map to keep the sunken area only on the Vertex Map.

It looks like there would be a spline path there but there is none.

 

This might be a little confusing for a beginner but very worthwhile technique to learn.

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  • On 2/28/2019 at 5:01 PM, teknow said:

    The Vertex Map is painted on using the Brush. This can be finessed later if desired by erasing or adding to areas. Then the Shader Effector has an animated Falloff in Box shape that follows the Y axis. Double click the Vertex tag and you will see the Vertex Map and can edit it in that mode. The Restriction Tag on the Shader Effector uses the Vertex Map to keep the sunken area only on the Vertex Map.

    It looks like there would be a spline path there but there is none.

     

    This might be a little confusing for a beginner but very worthwhile technique to learn.

    Thank you so much for this. Learned some good stuff. The only problem is animating the falloff. On a twisty, meandering path, like a river, the falloff will affect other parts of the river.  As it moves along revealing what's in front of it it will also hide again parts of the river surrounding it. I hope that makes sense.  It would have to reveal parts of the river and keep them revealed regardless where the falloff is animated. 

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    Unless I do not understand what you want, doesn't this answer your question?

     

    Here's another way to animate using Proximal Shader:

     

    Proximal Shader 2.c4d.zip

     

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    In re-reading your post, just animate the size of the Falloff box.

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  • On 3/10/2019 at 9:28 AM, teknow said:

    In re-reading your post, just animate the size of the Falloff box.

    Sorry, not sure that you understand the issue. It's not about the size of the falloff, it's about the shape. But I did just learn that you can create custom fall-offs using grayscale.

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