Hello,
I'm trying to make a flickering light that i can fully control.
So the idea is simple. Lerp node works as some kind of gate. The mask is horizontal panned texture with black and white squares inside. I thought that with this i will be able to "paint" the flickering.
The problem is that UE 4 always changes my texture to square no matter if its 10x1. How can i fix this?
Anyway is this good idea? Would love to hear more ways to do this kind of thing
Thanks for help!
Replies
Second: Textures don't have to be a power of 2 anymore, you just don't get mipmaps if they aren't. But if you're going to do any bit of texture compression you will want to go with something like a 32x4 texture and paint in blocks of 2x2 pixels or so at minimum (because of how DTX Texture compression works).
Third: The texture isn't being converted to a square. Its being *Displayed* as a square, because regardless of actual dimension, its mapped in memory/UV space from 0 to 1 on each axis. Check the actual texture object in your asset browser. It should show you the actual dimensions.
And yes this is a fine idea for a controllable flickering light.
I personally enjoy mathematical solutions: http://www.polycount.com/forum/showthread.php?t=126722
That solution one trades precise control for something close to true randomness.