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This is so interesting, 2 quite different ways with the same results. This is exactly what I was after by the way. Sorry it's taken me a while I wanted to have a proper look at these first.
Looking at both the comps I see the they're mainly controlled through a few variables and expressions, something I haven't played with much yet but would love to learn.
If you wouldn't mind I'm struggling to understand exactly whats going on here. The blue. I see you're making a list of xyz coordinates that's controlling the objects translations. You've got values going into the X (moving it across screen) and values in the Y.
It's the expressions that I'm struggling with. GOING INTO THE X - I see you've made a variable for the speed which really controls time. Then you've got the expression time*(index-1). The index is the build item, but why -1?
GOING INTO THE Y - You've made a random value list which is where it sits vertically on screen, then I get a bit lost, X+perlin2d(timespeed,Xscale)*amount. Would you mind explaining it a little further, once I get the principle I should be able to run on my own ;)
I'm starting to understand the power of lists now, definitely looking forward to those 2 feature requests though. Thanks to everyone on this forum by the way, you're all awesome! M.
This is great, exactly what I was after. Looks like I was going wrong trying to build both the rotations and textures in the same build list. Thanks, I definitely wouldn't have got there on my own.
One thing I found interesting was that you replaced my 'Fire on start' with 'Allow first Event'. Reading the blurb about it I guess it's something I should get into the habit of using for protocol compositions ;)
Hey Jaymie, Adding the hold value after the time node makes sense to me now, thanks for that. When I render though my texture are still constantly changing.
Maybe I'm going about this the wrong way I'm not sure? I'd love the textures to be randomly assigned to each tube/circle and then hold (no change/flickering). I'm assuming it's because I've got an event coming from the time node into the build list. If I remove this, then the textures don't flicker but I lose the rotations which create these patterns. If you could suggest a way to get around this I'd love to know. Thanks for your help.