Shader Field

A Shader Field in a Vertex Map distributes values (here: weight values) according to its grayscale gradient.

The Shader Field generates grayscale values based on the Shader used, which can be mixed with other fields and modifier layers in the corresponding field lists (e.g. for effectors or deformers).

To do this, textures and shaders must somehow be projected onto the clones/points. Without the use of Material Tags, UV mapping (see also UVW mapping in MoGraph) is used.

Example

In the following example you can see a Random Field used in different areas: