Modulate fleck effects by sine or cosine of angle between surface normal and comb vector
Suppose that I want to create a flame effect with a single sculpt. I want the fleck animation to cyclically move flecks from the base of the flame to the tip and slightly beyond. On the side of the flame, that direction is along the surface - that's "flow". But at the tip of the flame, that direction is perpendicular to the surface - that's "evaporate". A sculpt can't have flow on one part of its surface and evaporate on another, so that rules out making the flame effect with a single sculpt.
But what if each fleck effect had another slider from -100% to +100% with a default of 0% that controlled how the fleck effect was modulated? At 0% it wouldn't be modulated at all. At -100%, it would be fully modulated by the cosine of the angle between the surface normal and the comb vector. And at +100%, it would be fully modulated by the sine of the angle between the surface normal and the comb vector.
Assuming that the sculpt's comb direction is from the base of the flame to the tip, I could set the modulate slider for flow to +100% (sine) and set the modulate slider for evaporate to -100% (cosine), and the fleck animation would be mostly flow on the side of the flame and mostly evaporate at the tip of the flame.
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As I understand it, evaporate moves it away from the surface. That doesn't sound like what you want in this situation; it moving in a completely new direction.
Flow fades in, moves forward, and fades out. I feel like that's probably spot on for this kind of effect. Maybe I'm not imagining what you're going for correctly. You could make an example with paint flecks, and post a video clip of it here.
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This would be awesome. You could go one step further.
Have fleck x,y (z?) tweaks that range from -1.0 to 1.0. This controls the offset of each fleck from its origin. If you set these values then it would uniformly change the fleck offset. On its own pretty useless. So now add some more tweaks to control randomness, phase, delay, spin, etc. Maybe some tweaks to determine how the fleck offsets are applied along the sculpt. E.g. random, uniform, along surface, horizontal, vertical.
So with logic we can create custom "fx". Even better is if there was a "FX Widget". In here we could control all the parameters. Then in the sculpt we choose an FX Widget. Using similar "pick thing" tweak that the emitter has. Then its truely portable. Somone could design FX chips, release a library of them and then users can just plug them into their sculpt!
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