First of all, please bear in mind I’m not a technical artist and my knowledge of math pretty much dates back from school.
I’m trying to achieve a flipbook interpolation in the material editor. For instance with that texture :
Basically I play the flipbook, then I play another copy of the flipbook that I offset by half the flip time and I use a sin to blend between each. It gives this :
While that might be enough in 99% of the cases, it doesn’t really work with mine. Let me explain, I am making a vector displacement flipbook that plays ocean waves :
But because of the sin function, the interpolation between each step is not linear and that result in a slight stuttering when looked from up close. You can’t see it because of the gif framerate though
How could I make the sin wave a triangle wave like this?
I’m able to create such an effect using the time function as a base for masking, but then I can’t plug the time I use for the flipbook to sync the interpolation with the frame swithes…
Is there a simple math function that would make a sin function, triangle or at least close enough to it?