Sequence Blend lets you do 3D Metamorphosis between shapes and Interpolate point position, colors, point normals, and texture coordinates between shapes.
The Sequence Blend does not blend attributes that are not checked on. This results in those attribute being switched over when the Blend Factor parameter switches over to the next input using the expression: floor(ch("blend"))+1
For example, a blend value of 0.5 will blend the position of the first ( 0 ) and second input’s ( 1 ) point positions (if checked on) as well as any of the checked off attributes (Color, Normal, Texture uv’s) while all the other attributes are held to the first input’s contribution. When blend value equals 1 and remains less than 2, the unblended attributes switch over to the second input.
Controls blending between consecutive inputs.
Point positions are blended.
Point and primitive colors and alphas are blended.
Point normals are blended.
Point texture coordinates are blended.
Blend Voxel Data
Matching volumes will blend their data. This is not done by spatial position, but by absolute voxel index.
Shortest Path Transform Blending
Enables use of spherical linear interpolation to blend primitive transforms.
Point Id Attribute
If this attribute exists, it will be used to find corresponding points in the different blend shapes. For example, using id will allow particle systems to find matching points even if particles are deleted. If it does not exist or is blank, point numbers will be used for the matching.
Primitive Id Attribute
If this attribute exists, it will be used to find corresponding primitives in the different blend shapes. For example, using name will allow fluid systems to find matching volumes even if volumes are reordered. If it does not exist or is blank, primitive numbers will be used for the matching.