It's the time of the year to do another Blinking Lights setup. I made this one for an online client and I will explain how its done.

This method of blinking works on the luminosity and glow channels of textures.
So lets start with 3 identical textures.
Drag them into the xpresso editor like this. And open the Enable Glow and Enable Luminosity ports.

Now add a user-data slider in reals from 1 to 100 (not 0). This user-data will set the speed of the blinking in frames per light.

OK? Lets start with the xpresso thing that does the work.
We need a Time node set to Frame. Then a Math node set to divide. Connect the Time(frame) and the Speed(user data) to the divide.
Then add a Math node set to Modulo with a value of 3 (the number of lights) and set it to output in INTEGERS (This is crucial).
Then add 3 compare nodes set to == , the first has a value of 0, the second of 1 and the third of 2.
(side note: if you want more than 3 lights set the modulo to the value of the number of lights, make more textures and more compare nodes)
Now connect the output of the 3 compare nodes to the Enable Glow/Luminosity of the texture nodes.

That is it, make as many instances of the object containing the texture as you want.
and enjoy!

This entry was posted on Dec 15, 2007 at 14:54:50 and is filed under Xpresso, Tips & Tricks, Textures, Procedural. You can follow any responses to this entry through the RSS 2.0 feed, or leave a response (below) .
Hehe in the 2nd picture you make the orange *drag and drop*arrow from "MATERIAL[Light B]" to "Light A".... but its cool :P
The material is actually called LightA, B and C. So no error there.
Merci Base80 pour ton site
et Joyeux Noël à toi aussi!!!
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