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Blend Shapes can blend between its inputs using average weights of each input’s respective channel. It interpolates point colors and/or texture co-ordinates between shapes.
Subset of the input geometry to be blended.
The type of the specified group. If this is not Guess from group, the group must be the indicated type.
Specifies which input to use when generating the cooked selection.
Exaggerates blends between objects where values above 1 or less than 0 will result in over-scaled shapes.
Cache Input Deltas
Compute and cache differences between attributes to speed up subsequent cooks if input geometry does not change, for example when only blend weights are changing. This is only an option when Differencing is on.
Treat Packed Primitives As Inputs
When enabled, any packed primitives in inputs other than the first will be
treated as if they are the inputs. The weights used for each packed
primitive is taken from a float attribute named
weight in the input and
multiplied with its corresponding Blend parameter value. The
attribute is typically a primitive attribute but it can also be a vertex or
point attribute for the corresponding packed primitive. If it is a global
attribute on the input, then that single value is used for all of its
A space-separated list of names/patterns for attributes to interpolate. Attributes that don’t match here are switched instantly when the whole part of the input number changes, rather than smoothly interpolated. The default is
*, meaning interpolate all attributes.
Point ID Attribute
If you enter the name of a (string or integer) point attribute here, the node will use the value of this attribute to match up points between the different inputs. For example, using
id will match particle points even if some particles are deleted. If this field is blank (or the attribute doesn’t exist), the node uses point numbers to match up points.
Primitive ID Attribute
If you enter the name of a (string or integer) primitive attribute here, the node will use the value of this attribute to match up primitives (for example, volumes) between the different inputs. For example, using
name will match volumes in a fluid system even if volumes are reordered. If this field is blank (or the attribute doesn’t exist), the node uses primitive numbers to match up points.
Optionally blend voxel data between volumes or VDBs.
Do not blend volume data.
By Grid Index
The voxels are matched by absolute voxel number (not spatial position) so matching volumes should have the exact same dimensions.
By Voxel Position
The voxels are matched by their spatial position. The grid of one volume will be extended to include the other volume, which might change the resolution of the grid.
Interpolate Rotation of Normals, Quaternions, and Transforms
Use spherical linear interpolation for smoother transitions of attributes marked as normals, quaternions, and transforms, and for primitive transforms. When this is off, all blends are component-wise, meaning the transition can be abrupt when the input changes.
Update Channel Names From Inputs
Updates Blends based on the input nodes and their names.
Controls contribution of geometry inputs.
This network utilizes the Blendshapes SOP to morph one geometry’s colors into another’s color.
Two input blend shapes act as inputs for the Blendshapes SOP.
The Blendshapes SOP interpolates all designated attributes, in this case "Cd" between the various inputs.
Play the animation to see the effect.
The Blendshapes SOP is used to blend shapes and/or attributes from input geometry.
In this case, three input morph targets are used by the Blendshapes SOP with the Differencing and Blend Position options checked.
The blend values of the input morphs is keyframed for specific effects. Play the animation to see the results.