Discussion in 'General Discussions' started by Lakshmi, Nov 12, 2019.
thank you for sharing your textures. I am working on it.
thank you for the detailed explanation. I am gonna apply this.
I tried but didn't worked.. I have no idea how to save all rendered images (100 in my case) into a single texture, is it by compositing or how can that be done?
I used a program called Image Magick (https://imagemagick.org) which allows you to use the command line to append multiple images side-by-side.
I think I used the command (for example):
convert +append in-*.tif out.tif
...which will add any images with filenames starting "in-" side by side and save them as out.tif . Don't quote me if that's not perfectly correct. I hadn't used it before nor have I used it since. You could also do it manually in photoshop or gimp if you prefer of course
okay, thank you. I will try it.
I applied the method as explained above.
created the render images, aligned side by side and converted to dds and nm_dds( using GIMP Editor).
Uploaded all the files into kseditor.
This is how my animation is shown in kseditor.
It is just showing the last image where I have exported the FBX file.
Unfortunately, there is no animation.
I don't know what went wrong. Can anyone help me with this?
Thank you in advance!!
try changing this too: offsetNMdetailSpeed , but maybe you did
and did you UV map it in Blender?
also maybe its just too bright to see anything, dont use so much ksEmissive, maybe not at all
rather use something like this, as default values are stupid sometimes
Yes sorry the ksEmissive values on mine were only there because the fire is self-illuminating so you'll probably want to set that to 0 0 0.
I can't honestly see anything wrong with what you've done there. It looks right to me. Did you say that you've got 100 frames? In that case you'll probably want to set pauseTiming to “0.01 -1” but that shouldn't be stopping it working completely.
I just realised I made a mistake. You can't use NULL.dds for the txdetailNM. Instead you need to create a tiny (e.g. 4 px X 4 px) texture with the exact hex colour #8080FF (neutral colour for normal maps) and save that as a DDS and use that. Sorry for the confusion!
Here you go...
I tried all the possibilities.
But, I didn't do UV mapping (I will do it), do you think that could be the reason for the animation not to work?
Hi @Lakshmi . It's strange that it's not working. At a glance from the it looks like you've UV mapped it correctly already. Feel free to send me the files via private message if you like and I'll take a look. I promise not to share the files with anyone.
I tried but it didn't work either.
But where do I find the option to send you files via private message?
I've just sent you a private message. You'll find it under inbox at the top of the page.
I have no idea where am I doing wrong.
As fughettaboutit said, I did UV map and then rendered the animation into images (30, aligned side by side) and loaded into Kseditor. But still, facing the same issue. No animation is working. It shows the last image where it is exported to FBX format. It just scrolls the data contained in diffuse and normal dds files(images aligned side by side).
It could be an easy step but, unfortunately, I got stuck at this point.
UV Map editing and adding texture to the fountain and saved or is there any other method to do that?
imported to kseditor
Can anyone help me where could be the mistake?
Hi @Lakshmi . Sorry for not getting back to you sooner. I've not been well and finding it very hard to process things mentally. Brain not working properly , so I'm sorry in advance if I can't help you with this.
Perhaps I didn't explain the way the shader works properly. There are essentially 2 ways to use the stFlow shader. In both cases all that's really happening is that a texture is scrolling along a mesh, and that there's never any real 3D mesh animation. No vertices/triangles/meshes can ever change their location in the 3D world, so any 'animation' we do is really a workaround based on this limitation.
So stFlow can essentially be used in 2 ways:
1. Create a plane and scroll the texture smoothly along it, either along the X or Y axis (of the texture, not the 3d mesh).
2. Create a plane and instead of scrolling the texture along it, make it jump (increment) a specified amount of the texture every specified amount of time. This basically gives the animated effect because every time the texture jumps it jumps to the next frame of the animation. In this way, we give the illusion of there being an animation there, but all it's really doing is moving the texture along a certain number of pixels at a time, but jumping to that point rather than moving to it smoothly. To use this method (method 2) the pauseTiming's second value is set to -1 to tell the shader to use this mode.
To get my fire animated I just used method 2 then wrapped the animation around the edges of an open-ended cylinder, if I remember correctly.
Hopefully the above info gives a little clarity to how it's used, even if it doesn't tell you specifically what to do in your case.
Hi @MGMetroDave, thank you for the time and your detail explanation. I wish you to get well soon!
I understand that there is a lot I should know about the shaders and how do they work. I will try this out.
Thank you for sharing the information.
Thank you @Lakshimi and thank you for understanding.
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