Quote from: dandelO on July 18, 2010, 03:01:26 PM
Hetzen, I've really broken my brains trying to decipher your get keyframe method. I can't seem to get anywhere, I'm unsure of how to use constant scalars to specify a new keyframe from a get frame number. Could you elaborate on this? Or, provide an example? I'd really like to lose the ease-ins/outs of general keyframes, it's a nice feature but I'd like to be able to choose whether I ease in and out. My function ability is very limited but I like to learn.
Cheers, guys!
Sure, in essence you use the Get Frame x Scaler (this value determines the speed) then plug into a 'Displacement Shader's' function input (this will displace in meter's your frame number multiplied by your speed value). You could use a 'redirect shader' instead if you want to shift stuff in certain x,y,z combinations.
You then plug the displacement into a Warp Shader through the warper input, and have say a PF as the shader input. Then to see what happens, just plug that into the planet, and render out a sequence. No keyframes to keep track of, will run as long as your animation, and you have just one value to change that determines the speed of the animation (ie not judged on keyframing a distance over time).
This is a really neat way of say doing your water foam, and something I used in this example.....
http://forums.planetside.co.uk/index.php?topic=6111.75 Post #79