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[SOLVED] stepped uv transform with time var and random function


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Hi, what is the best way to animates UVs in a stepped way (ie: not scroll each frame) ? Is it possible directly in the Uv transform field expression ?

Looking for a generic mechanism where I could offset UVs on various part of some maps randomly across engine.game.time.

Thx

R

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Hi Romain,

The main idea is to transform float values to int and then back to float with rounding. You can experiment with the following UV animation equation:

vec4(1,1,round(time*10.0)/10,round(time*10)/10)

It would change UV position 10 times per second:

output.gif

Thanks!

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hi Silent, OK thanks, so more generally are all Math Common functions available in the expression field for UV transform, it's not really clear in the documentation?

Thx a lot

 

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  • silent changed the title to [SOLVED] stepped uv transform with time var and random function
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