- Joined
- Sep 7, 2018
- Messages
- 328
Hi, @Retera
I have a feature request.
Reforged models have such thing as Emissive Texture and it can be used for creating flickering effect.
For instance in the Reforged Townhall the light from windows is flickering in the stand work animation.
How it is done?
the material has info about emissive rates like this
Material {
Shader "Shader_HD_DefaultUnit",
Layer {
FilterMode Transparent,
static TextureID 10,
Emissive 306 {
Linear,
0: 1,
60000: 1,
60033: 0,
62700: 0,
62733: 1,
62767: 1.006600022315979,
62800: 1.0317200422286987,
62833: 1.0667200088500977,
62867: 1.1105400323867798,
62900: 1.1620999574661255,
......
The problem is if I need to apply similar Emission animation to my custom model I need to copy over 300 values and Rewrite the timecodes MANUALLY.
This shit is killing me.
Can you create a button "Create Emission Flickering" with animation sequence selector for it?
For instance I edit some material in your studio, I can create or edit Emission rates and also I can generate an emission animation for any sequence with Inputs for
Example. I hit the button "Generate Emission Effect for material"
I input:
In this imaginary case the stand work is 70000-73333
This means that your magic button will create an Emission rate list with 101 lines
And the flickering will raise from 0 to 3 and then falls back to 0 - 10 times with step 33 and fill the whole stand work animation
PS. Wave forms could be named as upward trend downfall trend and parabolic, dunno how it is correct in english
PPS, I know that could be case when user inputs the step 3333 and amount of waves to 3 for an animation sequence 0-3333 and it could fill only 1 step. HTat means that emission rate list will end at the timecode which is a result of a calculation, not the end of picked sequence.
So basicly Sequence picker is needed only to get the start point for the building of these waves
I have a feature request.
Reforged models have such thing as Emissive Texture and it can be used for creating flickering effect.
For instance in the Reforged Townhall the light from windows is flickering in the stand work animation.
How it is done?
the material has info about emissive rates like this
Material {
Shader "Shader_HD_DefaultUnit",
Layer {
FilterMode Transparent,
static TextureID 10,
Emissive 306 {
Linear,
0: 1,
60000: 1,
60033: 0,
62700: 0,
62733: 1,
62767: 1.006600022315979,
62800: 1.0317200422286987,
62833: 1.0667200088500977,
62867: 1.1105400323867798,
62900: 1.1620999574661255,
......
The problem is if I need to apply similar Emission animation to my custom model I need to copy over 300 values and Rewrite the timecodes MANUALLY.
This shit is killing me.
Can you create a button "Create Emission Flickering" with animation sequence selector for it?
For instance I edit some material in your studio, I can create or edit Emission rates and also I can generate an emission animation for any sequence with Inputs for
- --- Type of Interpolation (Linear or DontInterp)
- --- Emission Min value
- --- Emission Max value
- --- Sequence to apply
- --- Amount of waves
- --- Wave Form (A, B, C) - difference is that A creates sequence (min.... max... min), and B is (min...max) and C is (max...min)
- --- Step Size
Example. I hit the button "Generate Emission Effect for material"
I input:
- Linear
- min value to 0,
- max value to 3,
- amount of waves 10
- Wave Form "A"
- Sequence to Stand work
- Step to 33
In this imaginary case the stand work is 70000-73333
This means that your magic button will create an Emission rate list with 101 lines
And the flickering will raise from 0 to 3 and then falls back to 0 - 10 times with step 33 and fill the whole stand work animation
PS. Wave forms could be named as upward trend downfall trend and parabolic, dunno how it is correct in english
PPS, I know that could be case when user inputs the step 3333 and amount of waves to 3 for an animation sequence 0-3333 and it could fill only 1 step. HTat means that emission rate list will end at the timecode which is a result of a calculation, not the end of picked sequence.
So basicly Sequence picker is needed only to get the start point for the building of these waves
Last edited: