Ty very much! I’ve been looking for a more flexible way of getting tension maps and this gives you a ton of options.
Since animation nodes takes in consideration modifiers you can just duplicate the mesh and transfer the corrective smooth effect to get a cleaner result without affecting the mesh
The other nodes look amazing as well, I haven’t tried them yet but it’s gonna be specially useful for those people looking for some of that C4D mograph.
You should link the last version of animation nodes 2.2 directly since the last release links to a 2.1 version and some people might have problems finding it (like me, lol)
Hey I tried Installing the addon, but it doesn’t show up in the list for animation nodes 2.2. I am currently using 2.91 on windows. It says that it installed it but when I restart blender and go to AN, I look for the options and it is not there??? Any help?
That’s awesome…there’s a link that supports Python 3.9 which Blender 2.9.3 has been updated to this week. Now we just need a new version of Animation Nodes that’s been updated too!
Hey, for some reason the tension vertex color wont show up (it creates the pustules) in the render, but it will show up in the viewport. Any idea on why?
Having a similar issue, as far as I can tell this is caused by the sub-d modifier in my case. AN doesn’t have a modifier exclusion list like the other mesh tension add-on and that can cause issues. The only work around I’ve found for this is to have a duplicate mesh with a completely transparent material and no sub-d modifier. Since the mesh is transparent it’s evaluated at render time because it’s considered visible to the camera, disabling rendering of the mesh any other way results in the same failure.
After poking around it looks like you can control modifiers to a degree with other nodes, I’m going to mess around with that later and see how it works. In theory you should be able to set those attributes via the Object Attribute Output node then feed that into to your mesh tension node but I’m not sure if or how well that works.
I figured this out last night but forgot to take a screenshot of the graph to go along with this explanation.
My issue was was that having any modifier that changed the number of verticies(subsurf, mask, etc) throws an error using the mesh tension node. The work around for this is to create a second version of the mesh that does not have those modifiers or has them disabled.
This starts with an object instancer node, selectiong all three option boxes and only one instance. The next part(and the one I can’t find node names for atm) is to assign that instanced object a completely transparent material. Plug the object instancer into a get element list set to element 0 then plug that into…I think it’s Object Material Output and set that to your transparent material. The reasoning behind this(at least for eevee, don’t know if it applies to cycles) is that in order for the calculations to take place at render time, the object has to renderedable(can’t use object visibility controls). I’m sure that you could do a key frame bake it might bypass a lot of this but you would need to do it every time you changed your animation. You might also be able to get around the material portion by shifting the location of the instance object to something outside of camera view, as far as I know neither render really does any occlusion to unload content and makes calculations on all renderable content even if the camera can’t see it(screen space effects are an exception to this obviously). I haven’t tested that method though so I don’t know how well it works.
So now we have our invisible (but rendered) instanced object, we plug that into an Object Attribute Output node. Now go to the modifier you need to disable, right click on the value and select copy data path. Paste that data path into the node and add a node to control the value. Now this can be the object source for your mesh info nodes to plug into mesh tension, when you plug the output of the mesh tension node into set vertex color make sure you use your original mesh as the object for it. This should transfer the vertex color to the original mesh. If I can remember to I’ll post a screenshot of the graph and that will hopefully make more sense.
TL:DR;
It can be done, it does increase graph complexity and execution time. There maybe a better way to do it and if I find it I’ll post it here, I just started using AN like…two days ago so it’s still a weird and mysterious tool to me.