View Full Version : Loop Hypervoxel Billowing effect?
Paul Brunson
07-19-2009, 12:27 PM
I'm looking to loop a hypervoxel animation and have a quick question. Does anybody know if the "Billowing" texture effect using the crumple texture ever repeats?
I'm happy to run a test and find out, was just curious if anyone already knows and can save me the trouble, thanks.
dandeentremont
07-20-2009, 11:24 AM
By nature, procedurals don't tile, so I doubt that billowing would have a looping point.
ikarth
07-20-2009, 08:56 PM
You can, however, make any procedural repeat through time:
1. On the texture's position tab, set one of the values way off center. How far depends on how fast you want it to change.
2. On the rotation tab, add an envelope of 360 degree rotation.
The idea here is to have your texture do a complete rotation, but with the center of rotation far enough away that it doesn't look like rotation. This doesn't exactly give the same effect as a repeating texture, but it should work for your quick preview.
shrox
07-20-2009, 08:57 PM
You can, however, make any procedural repeat through time:
1. On the texture's position tab, set one of the values way off center. How far depends on how fast you want it to change.
2. On the rotation tab, add an envelope of 360 degree rotation.
The idea here is to have your texture do a complete rotation, but with the center of rotation far enough away that it doesn't look like rotation. This doesn't exactly give the same effect as a repeating texture, but it should work for your quick preview.
Clever, and from a newbie member!
colkai
07-21-2009, 05:38 AM
I think I first heard of that one from Mr. Jerrard, he's a master of that sort of thing. :)
prometheus
07-21-2009, 08:56 AM
It would be nice to see a Texture channel and letīs say a particle age gradient on the texture effect speed so we can control the texture effect
in a way that it billows slower at the end of a particle burst or particle cloud.
A freezing mode would be nice to..sometimes you can get cool effects on
a voxel object but youll want to have it like that without moving.
A mixer or blending mode between several texture effects would indeed be
sweet..letīs say that you want a billowing effect but at the same time use turbulence or dissolve and expand..a mixer with strength values for each effect would be nice.
Now just get the dynamite fireshader or a new gas shader based on real world gases implemented and metaballs blending and polyon options and distance between particle parameters on every channel and we are set to go.
Michael
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