W e i g h t    V a l u e

Note: This panel appears when Procedural is selected in the Item List.

What this block lets you do is use the Procedural objects as weights.  Think of them as similar to the Effectors that you have with the MetaEffector effect, but that are easier to see (because they can be viewed as solid objects) and that have additional (and very useful) shapes.

Type (pulldown): Choose what method of weight calculation you want to use.
 The images below are for Effectors, but they apply to Procedural objects too.


Falloff From Surface:  This will start the falloff from the surface (polygons) of the procedural object rather than from the center.

Strength:  Sets the strength of the weight.

Falloff:  Sets the falloff from the full strength (as set in the field above).

Decay: When you have Infinite or Finite chosen as your weight Type, this will control the falloff of the influence of the weight.  In other words, the way it will go from full influence to zero influence.  If you are set to Constant or Linear, this setting will have no effect, since those two settings have built-in decays-- Constant has 0 (zero), and Linear has a linear falloff.

Constant Value: This is the Strength setting for the influence when you have Constant selected as the Field of Influence.

Min/Max: This acts like a clamp.  For example if you set the Min (minimum) to .25 and the Max (maximum) to .75 it will clamp the values of the field to those values.  The normal setting is Min 0 and Max 1.

Scale To MinMax: This will "stretch" the settings if the Min/Max are larger than the actual settings.  So if the Strength is set to 1.5 but the Max is set to 2.5 it will "stretch" the Strength setting to 2.5.

Image (pulldown):  Choose an image to be used for weight projection (if you want).  The image is used as an additional weight along the chosen procedural object.  Think of it as the image being wrapped around the procedural object and being projected onto the target points.  The resultant value is factored with the standard procedural values to produce some very dynamic weighting.  What's interesting is that this weighting is also taken into account when used with TextureMap (messiah:studio only).

Antialias Image:  Choose between Bilinear and Bicubic antialiasing.  Some people love one, some people love the other.  Just like in life.

Bilniear - Antialiases by averaging the pixels above, below, left and right of a given pixel.

Bicubic - Antialiases by averaging the pixels above, below, left, right, and on diagonals from a given pixel.

Wrap u & v:  Turn these on to let the image wrap (for those respective parameters) when it extends past the procedural's boundaries.  The "u" and "v" refer to the Circumference u and Circumference v settings on the Procedural block.

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