I want to proportionally blend two y-values of P from two different nodes. Seems like a pretty straightforward and common need. Haven't been able to really find a node to do this. Here's a snippet of VEX that works. But, I wonder, is there a node that I could use instead?
float blendAmt = chf("blendAmount");
float Y0 = @P.y;
float Y1 = @opinput1_P.y;
@P.y = ((Y0*blendAmt)+(Y1*(1-blendAmt)));
Thanks,
Greg
Attribute Blend Node?
929 2 0-
- GregBollella
- Member
- 61 posts
- Joined: 6月 2021
- オンライン
-
- animatrix_
- Member
- 5130 posts
- Joined: 2月 2012
- オフライン
Hi,
You can use Blend Shapes SOP but you have to store @P.y in an attribute first.
You can use Blend Shapes SOP but you have to store @P.y in an attribute first.
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com] https://lnk.bio/animatrix [lnk.bio]
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com] https://lnk.bio/animatrix [lnk.bio]
-
- GregBollella
- Member
- 61 posts
- Joined: 6月 2021
- オンライン
animatrix_
Hi,
You can use Blend Shapes SOP but you have to store @P.y in an attribute first.
Thanks. In this particular case the x and z values for the two positions are the same as only the y value varies, so I was able to get Blend Shapes to work just fine using only P.
I see though that if the x and z values were different and I wanted to maintain them I'd need to put @P.y into a unique attribute.
Cheers,
Greg
-
- Quick Links

