View Full Version : Animating textures
Indavisual 04-18-2003, 09:53 PM How do I animate materials. For example if i wanted to change a grey cube into a cube with a texture. How do I keyframe the material?
Jeremy
|
|
BadKarma
04-19-2003, 03:04 PM
im not totally sure mate, but check out that hmmm gnome workshop (one of tha sponsers for cgtalk.com) i think its called, becuase i remember seeing a free tutorial on there on how to animate textures, sorry i couldnt be anymore help.
BadKarma
Indavisual
04-19-2003, 09:37 PM
Thanks, but the website doesnt seem to be working. Can anyone help me out? I have a project that needs to be done by monday that requires this and im not sure how im gonna do it.
stunndman
04-19-2003, 09:46 PM
basically you can keyframe any attribute of any node - e.g. you could use a blender node and keyframe the blender attribute - or you could do it in post
gmask
04-19-2003, 09:48 PM
Originally posted by Indavisual
How do I animate materials. For example if i wanted to change a grey cube into a cube with a texture. How do I keyframe the material?
Jeremy
You could do this several ways.. you could render two passes one iwth grey and one with texture and then crossfade them in composite.
You could create a layered shader and animate the transparency of the top shader.
You could use a blend utility node to crossfade between the grey and the textur eand connect the blend node to the color channel of your shader.
Indavisual
04-19-2003, 10:28 PM
Thank You. One more question. To keyframe the transparency of the top shader, would I use the hypershade to select the transparency node? And just set key when I have it selected?
gmask
04-19-2003, 10:35 PM
Originally posted by Indavisual
Thank You. One more question. To keyframe the transparency of the top shader, would I use the hypershade to select the transparency node? And just set key when I have it selected?
you can right click most sahder attributs and get a pulldown menu for performaing various functions including keyframing.. keep in mind that autokeyframing does not work on shaderss o you will manul have to keyframe them after setting the initial key.
Sammy
04-19-2003, 11:46 PM
a tip to keying those attributes without having to manually set a key each and every time ... which will probably drive you insane!
I'll keep it simple, say COLOR on a default Blinn called "texture"
1) RMB COLOR > Set Key
2) Hypergraph > Select Object with "texture" and open up the dependancy graph (input/output connections)
3) select the Blinn Shading Group node
4) In your Channel Box , open the color input and notice your keyed color nodes ... LMB select those channels
5) Open your Graph Editor ... now you've got their curve information! Or your dope sheet ... whichever
6) Insert, Add and retime your keys to your hearts content!
You might also consider List > Bookmarks > Bookmark Current Objects to save you these steps later on when you're playing with the timing more.
edit:Technically speaking, you can skip step one entirely and key those attributes in step 4 ... whatever you prefer
-Sammy
CGTalk Moderation
01-14-2006, 10:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.