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TLF Flame shader for trueSpaceVersion 1.0 Beta 7 release notesOverview
What's new in Beta 7Once again, no new features, but the shader is now about 20% faster. The shader now requires trueSpace 4.2 or above. What was new in Beta 6Ooops - introduced a flame shape selection bug in Beta 5. This version fixes it. Sorry... :-} What was new in Beta 5A few internal improvements that result in better image quality including better transparency. What was new in Beta 4New "Sheet" shapeI think you're going to really like this one.... :-) The new "Sheet" shape, selectable from the "Shape" page of the dialog, fills the texture from "left" (U = 0) to "right" (U = 1) with a wall of flames. The basic number of flames can be set with the "Count" field in the "Sheet" section of the "Shape" page. You can also vary the amount of "fill in flame" between these primary flames with the "Fill" setting in the same section - 0 for no fill at all, then from 1 to 10 for increasing amounts - 10 will actually result in solid gradient from bottom to top, i.e. all the space between the flames is filled. I will be working to improve the granularity of the "Fill" setting - at the moment it is too coarse and very non-linear. The really nice feature about this new shape (other than having lots of intermingled flames on a single polygon) is that the texture is seamless across the "left"/"right" edge boundary. This makes it ideal for applying to spheres, cones, cylinders, etc. and all the deformed derivatives thereof... A few usage notes:
Spin controls addedThe edit fields for most parameters have had spin controls added to them - click on the left arrow to reduce the value and the right arrow to increase it. Whilst these do not act exactly the same as the Caligari control, it. is a fairly close approximation until I produce a replica - at least the swapping back and forth between the mouse and keyboard has been significantly reduced now. One side effect of this is that all these entry fields are now integers (no decimal points). Many such fields have thus been multiplied by 10 to allow sufficient accuracy, e.g. whereas you might previously have used a value of 5.7 in the "Red Maximum" parameter, you now have to use 57 to achieve the same effect. The Colour Minimum settings have been multiplied by 100 for this same reason. Internally, the shader is still using the old values (i.e. they are being translated to/from the edit fields). There has been a fair bit of squeezing to get these spin controls in without increasing the size of the dialogs - the most obvious result of this is the replacement of the words Red, Green and Blue on the Colour page with a large "R", "G" and "B" respectively, each in the appropriate colour. Hopefully these won't blend in too much with anybody's colour preference settings... MiscellaneousVarious little cleanups once again in the behaviour of the interface... What was new in Beta 3Looped animation support!You can now configure the shader to produce seamlessly looped flame animations. On the "Anim" page are three new controls in the new "Loop" section - a read-only "Current" that shows the current setting, a "New" that allows you to enter a new loop count and a "Calculate" button. If "Current" is zero the sequence of flames produced does not loop (well, not for a VERY long time...). To set up a looped animation follow this procedure:
New "Radial" shapeAn optional alternative shape to the planar flame that has been produced up until now. The new "Shape" page will allow you to select the new "Radial" shape. When this is selected the additional controls to set the number ("Count") of flames around the shape, a starting "Angle" (by which the shape will be initially rotated) and a rotation per frame of animation ("Rotate") setting (these latter two settings are in degrees and degrees per frame, respectively). This is a work in progress - the idea being to produce a texture more suitable for mapping onto non-planar objects. Try this one on a spheroid... The rotation controls are just another way of animating the texture, i.e. with these you can rotate the texture on the object over time without actually keyframing anything. It can also be a useful way of rotating the texture into place on the object without UV mapping (assuming the necessary placement can be achieved given you can only control one axis of rotation this way). Just leave the "Rotate" setting at zero (the texture doesn't rotate over time) and then change the "Angle" setting as appropriate. I would be particularly interested in feedback on this "Radial" feature...am I wasting my time??? MiscellaneousThe noise routine has changed in this version to support the seamless loop feature. The end result of this is the magnitude of the effect that the colour and turbulence controls have on the overall flame has changed. If you are new to the shader, this doesn't matter. If you have used the earlier versions, the nature of the effect each control induces remains the same, its just the numbers required to produce a particular outcome have changed. The default settings when you first open the shader have been altered to reflect this. In general, if you used the same settings as you did with the earlier versions the flame would now be wider and more turbulent...(hope that's clear as mud :-) ). The lime green in the preview windows has gone. Where there was green its now just plain old black. This is a side effect of the "Radial" feature. What was new in Beta 2Much more consistent interface - not so much in it's appearance (which has always been consistent ;-) ) but rather the way it behaves within TrueSpace. Squashed a couple of internal bugs - they didn't affect stability, just the flexibility, particularly the independance between the Colour and Transparency halves. Added controls, in particular minimum settings for colour components, a randomisation facility and a quick copy facility for copying settings between the Colour and Transparency halves of the shader. To make room for these controls as well as future additions, without taking over all your screenspace, the dialog box now uses a tabbed "property sheet" interface. Seperate dialog boxes for Colour and Transparency - they look essentially the same, but you can now more easily keep track of whether the settings you are looking at/changing are for the Colour or the Transparency shaders. Please note that the Transparency shader still refers to individual colour components. At the moment the transparency is only calculated on an average of these components - i.e. an overall alpha value is calculated, not coloured transparency. Beta 2 is not backwards compatible with Beta 1. Sorry, but some things had to change... New randomisation facilityOn the turbulence page there are two new controls - a seed entry field and a randomise button. By using a different seed for the shader on different objects you can now get different shaped flames in the one frame - i.e. you no longer have all your different flames looking the same shape and dancing in synchronisation (a very weird and disconcerting/artificial effect). The randomise button is just a quick way of generating a random seed rather than having to think one up (duh!) and type it in. New quick copy buttonsIn Beta 1 you just about always had a significant amount of smoke generated - this is caused by the flame shape of the transparency shader differing from colour shader. It is now much easier to control this. Along with the separate dialog boxes, each dialog box has a button in the bottom left corner that will instantly copy all the settings from the current shader to it's reciprocal - i.e. the button on the Colour shader dialog box will copy the Colour settings to the Transparency shader dialog, and vice versa. You still have to press Apply on the relevant dialog box for any changes to take effect, whether they are entered directly or copied. Note: For the button to work both dialog boxes must be opened beforehand. One can be hidden, the other's button will still copy the parameters across. However, if one of the dialogs has not been opened, nothing will happen when you press the other's Copy button.. If you still want smoke (and sometimes you do... :-) ), a nice quick way to produce it as follows:
Voila! (Don't forget to do a full screen render to see the real effect...) You can adjust the transparency shader settings to vary the smoke volume, density, etc. New minimum settingsYou can set a cutoff level for each of the colour components. This allows you to trim back the halo around the flame, as well as control the limits of any 'smoke' you want to produce using the Transparency shader. Miscellaneous notes
What I hope to add in forthcoming versions:
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