Vertex Maps
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Transcript of Vertex Maps
7/27/2019 Vertex Maps
http://slidepdf.com/reader/full/vertex-maps 1/3
VERTEX MAPS
Vertex maps are modo’s way of tying extra numbers into certain vertices in
your model. Extremely flexible and powerful, they are used in modo for vertex
selection sets, weight maps, subdivision sharpness maps, texture coordinates
( UVs ), vertex coloring, and blend shapes ( morph maps ). A vertex map is distin-
guished by its name, size, and type. The size of a vertex map tells how many numbers it associates with each vertex, so a weight-type vertex map with a sin-
gle weight per vertex has a size of 1, while a color-type vertex map will have a
size of 3, for the red, green, and blue values stored with the vertices. A vertex
map could even have a size of 0, with no numbers attached!
There can be many vertices in a model that have NO numbers associated with
them in a given vertex map. Indeed it makes sense to only attach these extra
values where they are needed. If a vertex does not have an entry in a particular vertex map, tools will tend to interpret it as a value of 0.0, but there is a diff er-
ence. For example with selection sets, the vertex map has a size of 0, so the set
is just those vertices with an entry in the vertex map.
Vertex maps values are interpreted in modo in diff erent ways depending on
their type ( UVs, weights, morphs, etc. ). In many cases each of these vertex map
types has a distinct set of tools, and it is not critical to understand that they
are all diff erent facets of the same underlying thing. One can easily buildmorph targets and edit UVs without knowing that they are both stored in ver-
tex maps. The Vertex Map Math tool is an exception, as it encourages you to
combine elements from vertex maps, making a weight map from the magni-
tude of a morph displacement, or scaling a vertex color by the texture U coor-
dinate value. New vertex map types may be added by scripts or plug -ins, but
Vertex Maps
7/27/2019 Vertex Maps
http://slidepdf.com/reader/full/vertex-maps 2/3
here is a list the most common vertex map types ( and sizes ) you may run
across:
Type Size Description
pick 0 Vertex selection set
edgepick 0 Edge selection set
weight 1 Weight map
subvweight 1 Subdivision weight map
texture 2 UV map
position 3 Vertex position
morph 3 Vertex relative morph off set
spot 3 Vertex absolute morph position
normal 3 Vertex normal vector
rgb 3 Vertex color
rgba 4 Vertex color with alpha
In some cases, a vertex must have a diff erent vertex map value depending
which of the polygons that share it is being considered. A common example
would be the seam in texture coordinates around a cylinder. At the seam, a ver-
tex is expected to have a value of 0.0 for the polygon with the left edge of the
image, and a value of 1.0 for the polygon that got mapped with the far right
edge of the image. This 2- valued seam vertex breaks the continuous texture
coordinate values, and requires a “Discontinuous Vertex Map”.
A Discontinuous Vertex Map is really just the discontinuous part of a regular
vertex map. In it vertices are identified by which polygon they are associated
with, not just by the vertex itself. Thus a vertex may have one regular vertex map value in a given map, and several other values in that same map which are
tied to one of the polygons sharing that vertex.
Discontinuous vertex map values are most important in texturing. In the UV
Texture Viewport, vertices with discontinuous values ( discos ) may appear more
Vertex Maps
7/27/2019 Vertex Maps
http://slidepdf.com/reader/full/vertex-maps 3/3
than once, first in their continuous value UV position, then as part of the poly -
gon that gives them their discontinuous value. Discontinuous vertex maps are
also used for edge-based creasing of subdivision surfaces.
For examples of Vertex Map usage, refer to the video clip tutorials in Documenta -tion\pages\ video\VertexMaps
Vertex Maps