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Author Topic: Surface UV mode Direction falloff?  (Read 656 times)

conradsly

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Surface UV mode Direction falloff?
« on: September 21, 2023, 12:54:43 AM »
Hey guys, I'm still learning a lot about the tool. I'm trying to use it to do some cool stuff with moss on trees trunks, to varying degrees of success. Does anyone know of a way to use the UV surface mode and add a falloff or a curve to the direction slider so that I can control upwards orientation of the scatter? I imagine this might be possible to do with an effect but I'm a bit lost here. The facing normals slider control is great, but there are times when I'd really like to modulate the strength of it for different areas of the scatter, which I imagine could be done with ramp of vertex color or something but I'm not sure how to approach building such an effect that communicates with this parameter.

Perhaps there's a better way to do this I haven't thought of either!

Michal Karmazín

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Re: Surface UV mode Direction falloff?
« Reply #1 on: September 21, 2023, 09:27:30 AM »
Hi,

Using a map (in the attached scene, I've used a Gradient Ramp map) to drive the Transform > Rotation values (in this case, it might be, for example, just for the Y-axis) would probably be the most versatile way. Please find attached a sample scene showing this kind of setup (230921_mappedRotationSampleScene_iToo).

I hope that helps.

Best regards,

conradsly

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Re: Surface UV mode Direction falloff?
« Reply #2 on: September 22, 2023, 09:02:02 PM »
Hi Michal,

Thanks for your reply. I'll give that a shot!

conradsly

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Re: Surface UV mode Direction falloff?
« Reply #3 on: September 22, 2023, 09:19:22 PM »
Yes this worked out well instead of using the surface normal direction slider. In my case, because of the orientation of the source meshes, the z-axis was one to tweak with the gradient ramp and I have a lot of control that way, perfect!

I suppose vertex color masks could also be used to great effect instead of gradients/curves.