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Animate texture blend over time

hadoken
Guest
Quote
2022-01-27 01:40:48

Would it be possible to animate how an object changes from one texture blending smoothly to another with adjustable time in CopperCube somehow? Maybe with shader scripts? With lots of work I could produce many blend gradient images between two textures, than change those over time with scripting to get an animated object texture transformation. But I think this sounds too tedious and too much work for each new working case ...


just_in_case
Moderator
Quote
2022-01-27 04:29:04

I think it can be possible with the shaders, I will look into this when I will have time.


hadoken
Guest
Quote
2022-01-27 08:52:25

Thank you @just_in_case, this would be very helpful. Maybe that"s something your current project could profit from, too.


hadoken
Guest
Quote
2022-02-02 20:02:17

Today it looks like I can answer my own question with a happy YES while working with shader programming makes this clearly possible in CopperCube.

Therefore our possibilities become more and more extensive and if you've carefully followed latest overall CC community contributions it can be stated that with an increasingly complete toolbox, there are less and less things to stop you from realizing your project dreams in 3D/2D. I think that's great!

If your are interested, you are welcome to check this latest demo of mine:https://www.dropbox.com/s/iqevbh...


VP
Guest
Quote
2022-02-02 20:56:32

Not sure how simple it is to script it but If you want to do it without scripting, you can make a blend/morph animation/sequence using GIMP/Paintnet/photopoop etc, then use the "animate texture" feature and adjust the time per frame to set how long the transition between 2 textures should take. Then it's just a case of switching textures as normal after the blend texture animation has finished


hadoken
Guest
Quote
2022-02-02 21:18:41

@Thanks Pete, that's exactly what I was thinking of before my shader experiments and your approach is a fundamental backup solution. But to make the blending smooth you would need a bigger number of transition frames thus lots of images and every new transition would need to be tediously prepared anew. So the shader solution is more elegant, more versatile and definitely saves time and effort. The moreover I can now easily come around with an action/behavior letting me blend an object's texture into another selected object's texture - also like the image sequence idea animated with custom speed.


just_in_case
Moderator
Quote
2022-02-03 05:39:14

@nice one, @hadoken, I don't know how you are doing this in your example demo, but I think you are doing it using 2cubemeshes, if so then you can completely avoid using a duplicate model, by setting the second cube's texture as a third or second texture slot for your original cube, and then use that texture to blend in or out the alpha.

Hope you are understanding what I mean.


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