Materialstage > Flipbook Control

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u-double-u
Posts: 136
Joined: 03 Dec 2014, 15:46

Materialstage > Flipbook Control

Post by u-double-u » 19 Apr 2018, 11:41

Hi,
can somebody explain or point me to what the „Flipbook Control“ under „Material Stage“ can do and how to... ?
cheers
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Flipbook Control

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Dennis
Posts: 315
Joined: 08 Jun 2015, 11:29

Re: Materialstage > Flipbook Control

Post by Dennis » 19 Apr 2018, 11:55

Taken from the UM:

The Flipbook Control can be used to define which Texture of a given Texture Array should be used. There are different types of Controls for that.

All Controls have a Flags property which shows certain options: You can change the behavior of the Flipbook Control once the end of the animation is reached. Clamp repeats its last frame, Wrap starts anew and Mirror plays the animation backwards before starting over. Smooth adds a pixel-wise interpolation between the frames to make them look more continuous.

Additionally all types of Control Property Groups define how the Particle System's Animation Attribute adresses the indices of the animation. This is described in their sections below.

A Texture Array can be loaded through a Flipbook Loader or a Strip Loader.

Flipbook Loader
The Flipbook Loader is able to generate an Array of Textures from the given source file. This can either be a Movie file or an Image Sequence. For best results and performance, consider the following:

The Movie file is loaded into the GPU memory completely instead of streaming only the needed portions like the Movie Clip Node. So always use small movie files. Also remember that compression does not change the size on the GPU since it will be decoded before.
The Movie file should not use lossy compression to make sure each frame looks fine and can be used on its own. E.g. the ​Apple Animation Codec for Quicktime files could be used for that.
An Image sequence can be loaded by selecting one of the images of the sequence. They have to have the same names with an index at the end of the name. For example PictureXXX.png with XXX being the index of that image.
The Images in the given sequence need to be of the same dimensions. Otherwise the GPU cannot create a Texture Array of the given source files.
Strip Loader
Similar to the Flipbook Loader the Strip Loader will create an Array of Textures. This texture loader divides a single Image into evenly sized textures. You can define the number of textures with the CountX and Y properties and remove single slots at the end with the Reduce property. The frames are read line by line, so the first frame is at the top-left slot and the second frame is at the slot right to that.

It is used similarly to the 2D Strip Mapper of the Material Node. The difference is that the Strip Loader can be used by the Particle System to use different portions of an Image for each particle.

u-double-u
Posts: 136
Joined: 03 Dec 2014, 15:46

Re: Materialstage > Flipbook Control

Post by u-double-u » 19 Apr 2018, 12:38

thanks, could have found this myself then. Only the search in Ventuz help for „Flipbook“ returned 0 results.
:roll:

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Dennis
Posts: 315
Joined: 08 Jun 2015, 11:29

Re: Materialstage > Flipbook Control

Post by Dennis » 19 Apr 2018, 13:01

i think it is not deployed with the latest beta since this is still WIP ;)

do not worry :D

regArts
Dee

:ugeek:

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