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Mesh Morpher documentation

Weight Map Math

1 page · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/weight-map/weight-map-math

Studio and Graph › Weight Map

Weight Map Math

Combines weight maps: add, subtract, multiply, min and max, invert, remap, smooth, lerp, power. This is where a usable mask gets built out of the raw ones other nodes produce. Multiply a distortion...

Weight Map Math node

The Weight Map Math node

When to use it

Combines weight maps: add, subtract, multiply, min and max, invert, remap, smooth, lerp, power. This is where a usable mask gets built out of the raw ones other nodes produce. Multiply a distortion map by a hand-painted region to limit a repair. Invert a coverage map to select what is missing. Power a falloff to sharpen it.

Operations that need one map use input A. Smooth also needs the Mesh input, because smoothing follows mesh connectivity rather than index order, and without that wire it has no neighbours to average over.

The output updates on its own, so there is no button.

Two maps built against different meshes will not line up. Weights are stored per vertex and nothing checks that for you.

How to use it

  1. 1

    Connect weight map A, and B if the operation needs two

  2. 2

    For Smooth, also connect the Mesh input

  3. 3

    Choose an operation and set its parameters

  4. 4

    The output updates as soon as any input changes

Pins

Pin Type Description
A Weight Map The first weight map. Every operation reads this one.
B Weight Map The second weight map. Add, Subtract, Multiply, Min, Max and Lerp need it, and it has to come off the same mesh as A.
Mesh Mesh Only Smooth reads this, to spread values between neighbouring vertices. It has to be the mesh the map was built on.
Pin Type Description
Result Weight Map The finished weight map.

Settings

Setting Type Description
Operation Choice What to do with the maps.
Input Min Number Anything at or below this drops to 0.
Input Max Number Anything at or above this rises to 1. Drag it down close to Input Min and the gradient collapses into a hard on/off edge.
Iterations Whole number How many smoothing passes to run. Each one bleeds the values out another ring of vertices, so a high count washes a tight mask away entirely.
Factor Number 0 gives you A, 1 gives you B, halfway gives you the average.
Exponent Number Below 1 the mask fattens up and its soft edge spreads. Above 1 it shrinks back toward the bright core.