How to use vertex groups for weight paint?

How to use vertex groups for weight paint?

Add a UV warp modifier editing this new mapping, modulated by the vertex group you want to reference, and set it to use two empties, one located at 1,1 and one at 0,0. Now, by accessing these new UV coordinates, you’re accessing the vertex group modulating the modifier. An alternative to weight paint is Vertex Paint.

Is there an alternative to weight paint in cycles?

An alternative to weight paint is Vertex Paint. Vertex paint can be, unlike weight paint, accessed in cycles. After applying your modifier, you can use the information in this answer to convert your weight paint data to Vertex Colors. Once this is complete, simply use an attribute node:

How do you paint vertex groups in Blender?

As you can see, I use a VertexWeightProximity modifier, to paint the vertex group, and I would like to use it in the node tree to affect the transparency of the mesh. The attribute node doesn’t seem to read vertex groups yet. This method doesn’t use weights, but it seems that your real goal is to get the proximity into Cycles.

How to calculate the weight of vertex groups?

The circle that will become transparent is set up in the same way as the brush but is set to be the canvas with vertex colours set in the output panel: You need to translate vertex weight into some proxy that nodes can read. Consider using UV as a proxy. It can be read by nodes and it can easily be mapped to vertex group weight.

What is the UV of a quad texture?

UV (W) are the coordinates the vertex is associated with in texture space. UV texture space ranges from 0.00000… to 1.0000… Now, if the vertex was the corner of a cube, 3 edges got a lot longer in geometrical space and you map a quad texture with right angles to 3 askew rhombs. That´s why the texture is distorting.

How can I move vertex without modifing the UV?

No problem. If you got an edge and cut it, the new vertex gets UV coordinates proportional to the mapping. If you have an edge in geometrical space and cut it at 1/3, Blender looks for the edge in texture space and cuts it at 1/3 as well.