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Liblast
Liblast
@[email protected]  ·  activity timestamp 2 days ago

For a long time I wanted to try and make some blinking lights.

"What's so special about that?" I hear you say. Well, you see - real server racks or nuclear power plant control consoles don't blink completely randomly. There's intricate relationships between individual lights, rows of lights, entire racks... and the time factor.

I have created a texture storing 256 different patters. Special UV layout + vertex colors + of course a special shader and we can have this:

#techArt #Godot #server

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Blinking pattern texture storing 256 different patters, each of 256 values.
The texture is channel packed to use RGBA channels separately.
Each row in each color channel encodes a sequence of 256 values from 0 to 1.
By using custom UVs I can make each light on my model use any of the 64 tracks (V position) and change the playback speed (U position).
This helps break the repetition up even more.
Blinking pattern texture storing 256 different patters, each of 256 values. The texture is channel packed to use RGBA channels separately. Each row in each color channel encodes a sequence of 256 values from 0 to 1. By using custom UVs I can make each light on my model use any of the 64 tracks (V position) and change the playback speed (U position). This helps break the repetition up even more.
Blinking pattern texture storing 256 different patters, each of 256 values. The texture is channel packed to use RGBA channels separately. Each row in each color channel encodes a sequence of 256 values from 0 to 1. By using custom UVs I can make each light on my model use any of the 64 tracks (V position) and change the playback speed (U position). This helps break the repetition up even more.
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Each of the racks here uses a different channel (R, G, B or A) of the pattern texture. The speed is also altered.
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