best way to extend oscillate tweener?

Box8068_31c338ee4bBox8068_31c338ee4b Posts: 292
edited December 1969 in Carrara Discussion

Hi
I am using a oscillate tweener to change values on a shadier glow channel.
Max value is 20 cycles. 4 times per Sec that gets me 5 seconds. What is the best way
To make this last 2 minutes? ALT DRAGGING will drive me nuts, is there a better way
to get it to loop or repeat.
thanks
8068

Comments

  • wetcircuitwetcircuit Posts: 0
    edited December 2012

    There doesn't seem to be a way to control a shader with NLA... :/

    Digitalcarversguild.com has a plugin called SHADER GEL AND STROBE http://www.digitalcarversguild.com/plugin.php?ProductId=12
    I think Strobe would do what you want... It's a bit pricey for that one trick.

    I bet a formula tweener could do it. They are too bizarre math language for me though... :red:

    Post edited by wetcircuit on
  • Box8068_31c338ee4bBox8068_31c338ee4b Posts: 292
    edited December 1969

    Ohmmeter
    formula, might give that a shot. But then again it might be quicker to although
    Drag.
    :)
    thanks
    8068

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,074
    edited December 1969

    you can put what ever value you want in for oscillating a tweener
    just click on the 20 and type in a bigger number
    I have had 500 but honestly do not know without booting up my computer and loading Carrara what the upper limit actually is as 500 was the most I needed so far.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,074
    edited December 1969

    it is 5000

    Untitled.jpg
    258 x 282 - 16K
  • Box8068_31c338ee4bBox8068_31c338ee4b Posts: 292
    edited December 1969

    Wendy
    Thanks you. Because the slider was maxed out I didn't even think to enter a higher value!
    oops
    Thanks
    8068

  • wetcircuitwetcircuit Posts: 0
    edited December 1969

    Hahaha! I thought so, but I assumed you had tried it so I didn't suggest it (figured there was some problem with it...) :)

    I would still like a formula tutorial...

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,074
    edited December 1969

    actually applies to most parameters!
    hope you were not limiting yourself to 30 tiles for textures!!

  • DartanbeckDartanbeck Posts: 21,331
    edited December 1969

    You can also simply duplicate the tweener.
    Set your time to two minutes and add the oscillator. Go another two minutes and set the shader the way the last oscillator began and add a new oscillator. Using several oscillators to control lights for fire, for example, can give a much better flickering result than to have a single oscillating tweener. It depends upon the desired effect.

    Fenric's ERC controller (I think it's that one - I have all of his plugins) comes with a tweener stacker, allowing you to stack a bezier with an oscillator, etc., but I haven't actually played with that yet. I bet it rocks though!

  • EximorphEximorph Posts: 35
    edited December 1969


    I would still like a formula tutorial...

    Since you asked...
    I've dabbled with formula shaders before, but this is my first try with tweeners.

    Formula Tweeners by Eximorph


    sine wave tweener

    generates value between 0 and 1

    freq is the frequency
    offset changes the start value - use the p1 slider

    
    freq=4;
    offset=p1;
    x=t/tmax;
    y=x*2*PI*freq;
    z=sin(y+(offset*PI/2));
    value=(z+1)/2;


    ====
    basic discrete block tweener

    generates value of 0 or 1

    freq is the frequency
    offset changes the start value - use the p1 slider

    
    freq=4;
    offset=p1;
    x=t/tmax;
    y=x*2*PI*freq;
    z=sin(y+(offset*PI/2));
    a=(z+1)/2;
    value=((a>0.5)?1:0);


    ====
    advanced discrete block tweener

    generates value of p4 or p3

    freq is the frequency
    offset changes the start value - use the p1 slider

    p2 controls the cutoff/width - don't use negative values & start with 0.5
    p3 is the high value - start with 1
    p4 is the low value - start with 0

    
    freq=4;
    offset=p1;
    x=t/tmax;
    y=x*2*PI*freq;
    z=sin(y+(offset*PI/2));
    a=(z+1)/2;
    value=((a>p2)?p3:p4);

    ====
    It doesn't look like the sliders can be animated for tweeners. So the advanced isn't any better than the basic version.
    If anyone has a question, just ask and I'll try to answer.

  • wetcircuitwetcircuit Posts: 0
    edited December 1969

    Eximorph said:

    I would still like a formula tutorial...

    Since you asked...
    I've dabbled with formula shaders before, but this is my first try with tweeners.

    ...

    If anyone has a question, just ask and I'll try to answer.

    what language is this? It's not scripting..., and some of the commands like PI and SYN are accepted. Is this a syntax for programming a graphing calculator? What's it called?

  • EximorphEximorph Posts: 35
    edited December 1969

    Eximorph said:

    I would still like a formula tutorial...

    Since you asked...
    I've dabbled with formula shaders before, but this is my first try with tweeners.

    ...

    If anyone has a question, just ask and I'll try to answer.

    what language is this? It's not scripting..., and some of the commands like PI and SYN are accepted. Is this a syntax for programming a graphing calculator? What's it called?

    I don't know what language it actually is, but it looks like a very stripped down version of C to me. It's not scripting. It lacks the ability to define new functions, looping, and even comments. Also, the tiny control window can't be re-sized.
    PI is the number pi and sin(x) is sine of x. These are part of the available functions and constants. The C7 manual has a list in the section on formulae.
    If you try a formula tweener and look at the sequencer or graph editor, you can see that this is pretty much a graphing calculator.
    http://gianp.free.fr/carrara/indexcarrara.html seems to be the only site with much info on Carrara formulae. It's in French and Google Translate doesn't work very well on it.

  • wetcircuitwetcircuit Posts: 0
    edited December 2012

    Eximorph said:
    The C7 manual has a list in the section on formulae.


    d'OH! I guess I could have looked in the manual, if the specific commands are listed there... :red:
    Post edited by wetcircuit on
  • EximorphEximorph Posts: 35
    edited December 1969

    The formula section of the manual is pretty good.
    I'll just add that in the formula shader section under input variables where it says

    u and vu and vu and v

    I think it should say simply
    u and v
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