Hi there,
This my fisrt post here so I'll introduce my self
My name is Charles Greivelding, I'm working in the game industry for almost 3 years now. I'm posting here because I need some technical help on UDK.
I'm trying to add variation to a TIME node combined with a noise Texture.
But the result is really bad as you can see here :
And if I try with a nearest filter instead of the linear I've got this :
So the time is varying as i want but the resulting image still creepy.
Is Anyone know how to fix this issue ?
Thanks by advance
P.S sorry for my bad english.
Replies
check out this thread
http://www.polycount.com/forum/showthread.php?t=91566
lots of discussion on valves flow maps and how to create the map it;s self and the shader in udk.
P.S thanks for the link btw.
try combining other types of inputs with your time node - sin cos perinstancerandom etc. for example if you just add 2 sin waves of varying wavelengths to your time node it will appear to go up by inconsistent amounts - it helps if you visualise the graph of the values you're drawing - time is just a straight line going up at a constant rate.
if, for example, you wanted to multiply a noise texture over your material and have the intensity of the noise vary randomly with time then you'd probably want to multiply 2 different sin waves together and then multiply your texture by that - by using waves you ensure the values remain in the 0-1 range and you wont get anything overblown etc. end result is a noise texture that varys intensity with time in a random (or what appears to be random) fashion - add a panner so it's not always in the same place and i think you should get what you want.
hope that helps
As you can see the time is multiply by a vertex color for offsetting the time so each arrow starts in a different moment.
If I do the same with texture ( whith red channel only ) it works but only if the texture use the nearest filter.
Thank you guys for your answers ! I'll let you know If I found the solution .
You can use 1 noise texture, or as many as you want...
Hope this helps some. :P
Here is how to simply move some texture coords...
the second bit the noise map is used for is as a soft edge mask to break up the hard edge where the texture is popping. not sure i could tell you how they did that without having a play and doing it myself though...
But as time goes on the texture become ugly like my first shot.
tharle : Yes it's exactly what I want !
So i've try this and that is work fine. It can be an alternative solution until we found the best way to do it like valve did it.
P.S sorry for my bad explanation and my bad english.
http://udkc.info/index.php?title=Tutorials:Dissolve_Material_Effect
The original use of this effect is for a dissolve effect, but if you mix around stuff (instead of fading to black/white, you fade it into another texture) you should get what you're looking for.
The only problem I could imagine is trying to get the textures/channels to loop properly at correct intervals.
I'm not sure how you would do that, the best bet I have that you could make a copy of the said setup and make it so that they're controlled by a Sin node, so that while one setup is playing, as soon as it reaches it's half life point, the second setup will merge over, and once the first material goes back to the start, the second will merge out again, so that it looks like it's looping.
However, it can get pretty messy, and most likely, it's extremely grindy work, so someone might have a better, much more streamlines approach to this method.
before you ask, udk's panner and rotator nodes have the bounded behaviour built in.
Here it is : [ame]www.youtube.com/watch?v=mMDSEN_PAns[/ame]