- User Since
- Apr 12 2019, 9:07 AM (64 w, 2 d)
Oct 24 2019
I've found a workaround for making Dynamic Weight Painting visible in Blender 2.8 in Eevee and Cycles (Look Dev and Rendered):
Unwrap your object and scale the UV-map so that all UV-vertices are at (0,0). Now add an UV-Warp-Modifier to your object and use two Empties added at (0,0,0) and (1,1,0) as helper objects for the Modifier.
The dynamic weight paint map "dp_weight" determines the influence of the UV-Warp-Modifier. From the UV-Map-node, we separate the x or y value, put it into a color ramp with blue at the left, green in the middle and red at the right.
Plug the color ramp into your shader node and the weights become visible: See in attached files:
With a plane:
Aug 9 2019
May 1 2019
Apr 29 2019
Apr 27 2019
There should be a rewriting of the manual concerning "ray distance", because it's not clear what the difference is between "ray distance"("cage" not checked) and "cage extrusion" ("cage" checked):
Apr 19 2019
Here, I have attached two files with Lennard-Jones-Particles and Self Effect created in Blender 2.79 and 2.8 Beta. Please note that they will both work, because the problem with Blender 2.8 Beta is that Lennard-Jones-Particles with Self Effect only work, if you save it to a file, close and restart Blender and load the saved file. Loading a file saved in Blender 2.79 also works. Alternatively, instead of saving and reloading the file, you can add in Blender 2.8 Beta an additional Lennard-Jones-Field to the emission plane and delete it again immediately. Now start the animation and it will work. In Blender 2.79, creating a scene with Lennard-Jones-Particles and Self Effect already works without having saved it to a file or using any temporary Lennard-Jones-Field on the emission plane!