Hi!
I’m trying how to make flick a emissive colour. I have tried this, but it changes the colour, and I want to change the glow (or brightness) only.
How can I do it?
Thank you.
Hi!
I’m trying how to make flick a emissive colour. I have tried this, but it changes the colour, and I want to change the glow (or brightness) only.
How can I do it?
Thank you.
Static Texture is better, you can find good one in engine:
/Engine/EngineSky/VolumetricClouds/T_CloudPattern.T_CloudPattern
How mat works:
you get perlin noise texture (or make one in photoshop/gimp).
then you get single b/w chanell
stretch its UV coordinates, until whole material displays only single pixel or so
then you pan it and rotate (or just one of those is sufficient but both make better randomness)
For timers, stretching etc use PRIME numbers it gives less probability for creating repeatable loops
Finaly you feed that random stretching and rotation as ALPHA into linear interpolate
and interpolate between two colors, they can be same just different brightness
EDIT: (for more advanced pplz):
make green blue and yellow codes into single material function.
then copy that perlin texture into 3 parameter nodes (with same node name)
now connect them all to 3 different copies of that function
and MULTIPLY RGB result pins from texture then clamp it 0..1
and feed that as ALPHA. This will make really nice random blinking.
But its overkill imo.
Well, this is too much for someone new on this.
I don’t understand why there is a Color_Dark and a Color_Bright. I want to use just one color, but changing its brightness. Maybe I can use the same color, but in the bright one, I have to multiply it by some value.
Thank you very much. I will read it carefully and try to understand everything.
Color_Dark and Color_Bright are like you would for eg. use it for fire flickering. It goes from red to bright orange. Dark and Bright mean that Dark is when alpha is zero, bright is when alpha is white, that is reference to noise texture.
You might want to find another way to make money.