At first, I was like "pfft, whatever, pan a gradient into uvs", but then after seeing all the parameters in the video I thought it was neat. It's funny, a while back I made a snakes particle that used a similar technique.
At first, I was like "pfft, whatever, pan a gradient into uvs", but then after seeing all the parameters in the video I thought it was neat. It's funny, a while back I made a snakes particle that used a similar technique.
Haha, awesome. Yeah, I guess it's pretty straight forwards stuff but it did take a me a couple of hours to get it working exactly right.
However I used a clamped sine wave instead of the horizontal line texture.
Good tutorial.
It was actually that EXACT video, two days ago, that inspired me to try this out. Thanks for the compliment. I'm thinking about doing a follow on mini-tut about animating MICs in matinee.
It was actually that EXACT video, two days ago, that inspired me to try this out. Thanks for the compliment. I'm thinking about doing a follow on mini-tut about animating MICs in matinee.
Fun material. FYI there's an error in your math. The sine function always gives a value between -1 and 1 no matter the input. It's part of the nature of what the sine is. To get amplitudes greater than 1 you'll need to multiply the output of the sine by a number greater than 1. The wave look of the function occurs as an input value changes. Rate of change on the input determines frequency of the wave. As such the sine of any constant number is a flat line so you have a few redundant nodes in your shader.;)
For fun try putting a Ciel node between your whole chain of wave nodes and the input uv for your texture. You'll get a square wave.
Well yes. It will increase the amplitude, which is the same thing as moving it out of the -1 to +1 range.
Amplitude is essentially the highest point on the overall waveform. So if you multiply the output of the sine by 4 the range becomes -4 - +4. The wavelength or frequency stays the same. If you multiply the INPUT to the sine, you increase frequency.
Adding something to the sine function moves the baseline of the waveform.
Yeah, Vailias, my understanding of the maths is poor at best! I was jsut shooting for something that approxiamted a sine wave, really. But thanks for the info, always useful!
You've done a great job. Don't get me wrong. I like the effort you put in and the material does do its job. Kudos for that.
I'm just one of those who feels that a deeper understanding of what you're doing can go a long way toward creativity and productivity.. and your minor trig error actually inspired me to go make my own oscilloscope material via a slightly different setup to demonstrate the maths I was talking about. Built it about 2 nights ago, tweaked it tonight to have a calculated waveform rather than texture sourced one.
I'll make up a video tomorrow/tonight when I get home from work.
You've reminded me of some other shader concepts I've been wanting to make a vid about for a while.
Replies
http://www.vimeo.com/22880192
However I used a clamped sine wave instead of the horizontal line texture.
Good tutorial.
Haha, awesome. Yeah, I guess it's pretty straight forwards stuff but it did take a me a couple of hours to get it working exactly right.
It was actually that EXACT video, two days ago, that inspired me to try this out. Thanks for the compliment. I'm thinking about doing a follow on mini-tut about animating MICs in matinee.
Cool High fives all round!
For fun try putting a Ciel node between your whole chain of wave nodes and the input uv for your texture. You'll get a square wave.
Amplitude is essentially the highest point on the overall waveform. So if you multiply the output of the sine by 4 the range becomes -4 - +4. The wavelength or frequency stays the same. If you multiply the INPUT to the sine, you increase frequency.
Adding something to the sine function moves the baseline of the waveform.
I'm just one of those who feels that a deeper understanding of what you're doing can go a long way toward creativity and productivity.. and your minor trig error actually inspired me to go make my own oscilloscope material via a slightly different setup to demonstrate the maths I was talking about. Built it about 2 nights ago, tweaked it tonight to have a calculated waveform rather than texture sourced one.
I'll make up a video tomorrow/tonight when I get home from work.
You've reminded me of some other shader concepts I've been wanting to make a vid about for a while.