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Mesh Morpher documentation

Weight Map

9 pages · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/weight-map

Studio and Graph

Weight Map

Creating, converting and combining weight maps - the 0..1 per-vertex masks that gate deformers, sculpting and Wrangle expressions.

Studio and Graph › Weight Map

Apply Weight Map

Blends two versions of the same mesh vertex by vertex, with a weight map deciding how far each vertex travels between them. Where the weight is 0 the vertex stays exactly where Mesh put it; where i...

Apply Weight Map node

The Apply Weight Map node

When to use it

Blends two versions of the same mesh vertex by vertex, with a weight map deciding how far each vertex travels between them. Where the weight is 0 the vertex stays exactly where Mesh put it; where it is 1 it lands exactly where Target has it; in between it slides along the straight line joining the two.

That makes it the universal way to make any deformation partial. Run whatever operation you like at full strength, feed the before into Mesh and the after into Target, and the weight map decides which parts of the model actually receive it. No operation needs its own masking option, because this one node masks all of them.

Both meshes have to have the same vertex count, in the same order. They will, as long as Target came from Mesh through operations that deform rather than retopologise. Anything that adds, removes or reorders vertices in between breaks the correspondence, and the pairing is by index, so the result is scrambled rather than refused.

How to use it

  1. 1

    Wire the original mesh into Mesh

  2. 2

    Wire the deformed version into Target

  3. 3

    Wire a weight map in, or paint one with Paint Weight Map

  4. 4

    The output updates as soon as any of the three changes

Pins

Pin Type Description
Mesh Mesh What you get where the weight is 0. Usually the mesh before the change.
Target Mesh What you get where the weight is 1. Needs the same vertex count and order as Mesh.
WeightMap Weight Map How far each vertex travels from Mesh toward Target. Leave it unwired and you get Mesh straight back.
Pin Type Description
Mesh Mesh Mesh pulled toward Target by the weights.

Settings

Setting Type Description
Strength Number Multiplies the whole weight map before blending. Push it above 1 to drive soft areas up to full effect; the result still stops at Target and never overshoots it.
Invert Weight Map True/False Flips the map before Strength is applied, so the area a mask was protecting becomes the only part that moves.

Studio and Graph › Weight Map

Create Weight Map

Where a weight map comes from when you are not painting it by hand. One value between 0 and 1 per vertex, derived from something the mesh already knows about itself, and from there it goes to Apply...

Create Weight Map node

The Create Weight Map node

When to use it

Where a weight map comes from when you are not painting it by hand. One value between 0 and 1 per vertex, derived from something the mesh already knows about itself, and from there it goes to Apply Weight Map or into any node that takes a Weights pin.

How to use it

  1. 1

    Connect the mesh the map is for

  2. 2

    Connect a selection or landmarks if the mode you want needs one

  3. 3

    Pick the mode and set its parameters

  4. 4

    The map updates as soon as any input changes

Pins

Pin Type Description
Mesh Mesh The mesh the weight map is built for. One value per vertex.
Weights Weight Map An existing mask, read only in From Selection mode. It comes through as it is, and Falloff Rings grow a soft fringe out from its edge.
Landmarks Landmarks Points and splines to measure distance from. Only read in From Landmarks mode.
Pin Type Description
Mesh Mesh The input mesh, unchanged.
WeightMap Weight Map The finished weight map, one 0-1 value per vertex.

Settings

Setting Type Description
Mode Choice Where the weights come from.
Default Value Number The value every vertex gets in Uniform mode.
Falloff Rings Whole number How many rings of vertices to fade over, growing outward from the edge of the mask. At 0 the edge is hard and you see it as a stair-step across the surface wherever the mask is used to blend.
Proximity Radius Number Distance at which the weight has faded to nothing. Only a vertex sitting right on a landmark gets a full 1, and it drops off evenly from there. Set it too small and you get a few bright specks instead of a usable mask.
Bone Name Text Which bone's skin weights to copy, spelled exactly. A * matches anything, so thigh_* picks up both thigh_l and thigh_r. Leave it empty and the map comes out all zeros, with a warning saying so.
Normalize To Max True/False Divides everything by the highest weight on the mesh, so the strongest vertex reads 1. Off by default, which gives you the bone's raw influence: already 0-1, but a bone that never fully owns any vertex then never reaches 1.
Invert True/False Flips the finished map, so 1 becomes 0 and 0 becomes 1.

Studio and Graph › Weight Map

Distortion Mask

Measures per-vertex stretch between two meshes that share vertex count and order, and hands you a 0 to 1 weight map. This is how you find the regions a conform, a wrap or a pose damaged, instead of...

Distortion Mask node

The Distortion Mask node

When to use it

Measures per-vertex stretch between two meshes that share vertex count and order, and hands you a 0 to 1 weight map. This is how you find the regions a conform, a wrap or a pose damaged, instead of hunting for them by eye.

How to use it

  1. 1

    Wire the mesh as it is now into Mesh, and the same mesh from before the damage into Target

  2. 2

    Press Measure

    Max Distortion in the details panel is in log units, so 0.69 means something on this mesh doubled in size.

  3. 3

    Wire Weights into Guided Delta Mush to relax the damage, or into a mask to look at it

Pins

Pin Type Description
Mesh Mesh The mesh as it is now, the one being measured. Passes straight through untouched.
Target Mesh The same mesh before whatever conform or wrap you suspect. Vertex count and order have to match.
DistortionRange Number How much change maps to a weight of 1.0, in log units; 0 is auto. Leave it unconnected to use the value in the details panel.
Pin Type Description
Mesh Mesh The input mesh, unchanged.
Weights Weight Map Distortion per vertex, scaled to 0-1. All zeroes when the two meshes match.
MaxDistortion Number The worst raw distortion on the mesh, in log units (0.69 is a doubling). Branch on this, not on the weight map, which is scaled and says nothing about how bad it actually got.
MeanDistortion Number Average raw distortion across the vertices that could be measured.
AboveThreshold Whole Number How many vertices went past Report Threshold.

Settings

Setting Type Description
Metric Choice What counts as distortion: change in edge length, or change in the area around each vertex.
Direction Choice Whether stretching, squashing or both show up in the mask.
Distortion Range Number How much change maps to a weight of 1.0, in log units. Zero means auto: scale against the worst vertex on this mesh, so the mask always fills the whole 0-1 range. Pin it to a number (0.69 is a doubling, 0.1 is a ten percent change) when you compare masks across several meshes, or a clean mesh's rounding noise ends up looking exactly like a torn mesh's tear.
Report Threshold Number Vertices whose raw, un-normalised distortion goes past this get counted on the Above Threshold pin. Same log units as Max Distortion.

Studio and Graph › Weight Map

Mesh Diff

Two meshes in, per-vertex distance out as a normalised weight map, with the minimum, maximum and average alongside it in the details panel. The first mesh passes through unchanged.

Mesh Diff node

The Mesh Diff node

When to use it

Two meshes in, per-vertex distance out as a normalised weight map, with the minimum, maximum and average alongside it in the details panel. The first mesh passes through unchanged.

How to use it

  1. 1

    Connect Mesh and Target

  2. 2

    Choose a Topology Mode

  3. 3

    Set the distance threshold and the display range

  4. 4

    Click Compare

  5. 5

    Send WeightMap into Apply Weight Map, Blend or Delta Mush to mask with it

Pins

Pin Type Description
Mesh Mesh The mesh being measured. The weight map is sized to this one.
Target Mesh The mesh it gets measured against.
Pin Type Description
Mesh Mesh The input mesh, unchanged.
WeightMap Weight Map Distance per vertex, scaled to 0-1. Dark where the two agree, bright where they part.

Settings

Setting Type Description
Topology Mode Choice How vertices get paired up between the two meshes.
Distance Threshold Number Anything further apart than this is counted in the Vertices Above Threshold readout. It only feeds that number. The weight map ignores it.
Max Display Distance Number The distance that comes out as a full weight of 1. Left at 0 it uses the biggest distance it found, which rescales the map on every run and makes two runs impossible to compare by eye. Type a real number in once you know your range.

Studio and Graph › Weight Map

Paint Weight Map

The hand-painted weight map. Select the node, brush the region you want onto the mesh in the viewport, and press Accept to publish it on the WeightMap pin.

Paint Weight Map node

The Paint Weight Map node

When to use it

The hand-painted weight map. Select the node, brush the region you want onto the mesh in the viewport, and press Accept to publish it on the WeightMap pin.

Reach for it when the region you need is a judgement call rather than something the mesh can be asked about. Create Weight Map covers everything derivable - curvature, landmark proximity, a bone's skin weights - and it re-derives itself when the mesh changes, which strokes cannot. Paint the ones only you can decide: which corner of a cloth is pinned, where a muscle attaches.

Brush size, strength and falloff come from the viewport Brush controls, the same ones mesh sculpting uses. Nothing leaves the node until you press Accept.

How to use it

  1. 1

    Connect the mesh you want to paint on

  2. 2

    Select the node to pick up the brush

  3. 3

    Paint the region in the viewport

  4. 4

    Press Accept to publish the map

Pins

Pin Type Description
Mesh Mesh The mesh the weight map is painted on. One value per vertex.
Pin Type Description
WeightMap Weight Map The painted 0-1 weight map. Wire it into a Cloth Object's Pin Map, a Flesh Attachment, or a Muscle's origin and insertion.

Studio and Graph › Weight Map

Threshold Weight Map

Turns a weight map into a hard 1 or 0. Everything that passes the test comes out at 1, everything else at 0.

Threshold Weight Map node

The Threshold Weight Map node

When to use it

Turns a weight map into a hard 1 or 0. Everything that passes the test comes out at 1, everything else at 0.

How to use it

  1. 1

    Connect a mesh and a weight map

  2. 2

    Set the threshold and comparison mode

  3. 3

    The output updates as soon as either changes

Pins

Pin Type Description
Mesh Mesh The mesh the weight map belongs to.
WeightMap Weight Map The soft weight map to cut up.
Pin Type Description
Mesh Mesh The input mesh, unchanged.
Weights Weight Map 1 on every vertex that passed the test, 0 everywhere else.

Settings

Setting Type Description
Threshold Number The value every vertex is measured against.
Selection Mode Choice Which side of the threshold passes.
Tolerance Number How far either side of the threshold still counts as equal. It starts almost at zero, so on a smooth gradient nothing passes until you widen it.

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.

Studio and Graph › Weight Map

Weight Map Missing Vertices

Marks which parts of a source mesh are actually covered by a target mesh. Vertices with a close match come out at 1, vertices with none at 0, with a falloff in between.

Weight Map Missing Vertices node

The Weight Map Missing Vertices node

When to use it

Marks which parts of a source mesh are actually covered by a target mesh. Vertices with a close match come out at 1, vertices with none at 0, with a falloff in between.

How to use it

  1. 1

    Connect the mesh you want the mask for

  2. 2

    Connect the target, the mesh that may be missing regions

  3. 3

    Set the threshold and the falloff

  4. 4

    Click Compute

  5. 5

    Send the WeightMap into Apply Weight Map or any blend node

Pins

Pin Type Description
Mesh Mesh The mesh you want the mask for. The weight map is sized to this one.
Target Mesh The mesh to hunt for a matching surface on.
Pin Type Description
Mesh Mesh The input mesh, unchanged.
WeightMap Weight Map 1 where the target covers this mesh, 0 where it does not.

Settings

Setting Type Description
Distance Threshold Number How close the target surface has to be for a vertex to count as covered. Set it too tight and a body under clothing reads as missing everywhere the cloth floats off the skin.
Falloff Distance Number Extra distance past the threshold over which the weight fades out. Leave it at 0 and the mask edge follows the triangles, which shows up as a jagged line the moment you use it to blend.
Falloff Type Choice Shape of that fade.
Invert True/False Flips the map, so the missing areas come out at 1 instead.