I need help to create dynamic material for TV Stand. The idea of the material is quite simple, just smooth bledning between different textures with 1 sec delay.
First picture on the tv, then 1 sec delay, then smooth blend to second picture, 1 sec delay and so on.
Thank you!
It almost works f 2022-10-19 16-40-04.mkv (2.1 MB)
ine, but I have a problem. Please look at the video on blue texture, it oversaturated at the end of blending. Looks like the second texture is ok, both jpg, RGB, 8 bit images.
UPDATE: It only happens with image in slot A of the Lerp node.
And just one more question, how is it possible to add more than 2 textures in this sequence?
You would a timeline to move the params. Technically, yes, you probably could do it with sine waves of different lengths, but it would be more of an academic exercise.
Could you please help with this final step to add pause in animation? Unfortunately my BP knowledge is not enough to do it and without pause it looks weird… can’t use it in my scene so…
No idea what you mean by a doodle effect but if you’re simply asking how to apply this same logic to an arbitrary number of textures, use custom hlsl with an active index parameter.
For example, for hot-swapping 4 textures:
float4 texA = TextureSampleA;
float4 texB = TextureSampleB;
float4 texC = TextureSampleC;
float4 texD = TextureSampleD;
int idx = ActiveChannelIndex;
float4 result;
if (idx < 0.5)
result = texA;
else if (idx < 1.5)
result = texB;
else if (idx < 2.5)
result = texC;
else
result = texD;
return result;