Sunday, October 10, 2010

Trigger Glow Material

As the lights, according to my research earlier, can only sustain up to 32 items, I am exploring lighting using the glow effect in the material editor. The flowgraph below begins with a start node which opens the material as it is set on the geometric entity. When the proximity trigger is entered, in this case when the player walks through the entities, the material glows by raising the value float in the maths node and setting the parameter float to glow ie the material aspect which will change.

The geometric entities are semi-opaque railway sleepers which have been manipulated, to produce the maze of posts and then set to the vertical. They are set in sets of 10 and have been distributed through the main tunnels of the railway framework. Their material has been changed to 50% opacity so the player is encouraged to walk through them.


This effect is interesting although I think that a time delay node needs to be input so that the glow effect does not trigger in front of the player. Alternatively the glow parameter can be set to change on leaving the trigger area which would be less complicated.



Triggering Glow Effect On Leaving The Proximity Trigger:



I have changed the flowgraph to trigger on leaving the proximity trigger. This works better as it is less confusing for the player.

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