Thursday 10 November 2011

Tutorial Video and 500 words

TUTORIAL: Glow entity based on XML input



My chosen tutorial will be based on 'glowing entity triggered by data taken from an XML document'.

From my experience there is one lesson on changing material parameters in Crysis, created by Vinh in his step ladder tutorial. The one I have created will expand on those ideas and help those up and coming students or enthusiasts to apply this strategy in a number of ways.

Linking from my experience in Experiment 1 and 2 would involve a combination of changing material glow or opacity with the use of a Boolean node, activating its corresponding material based on a true or false value. Inadvertently, this unique strategy was heavily used for my main concept in Experiment 1 and succeeded in providing an informative visual installment. In Experiment 2,  we delve further into the flowgraph technique in utilizing an external live feed from the web and transforming its raw data into an interactive visual display. So I thought why not combine the two?

Image - Material Editor with corresponding parameters





















As you can see from the image above, the parameters that set each entity can be manipulated in a number of ways. Whether increasing glow, changing its shader, opacity, or diffuse colour, or even its material has a major advantage in a much larger and diverse application.

The format in introducing this change will amalgamate a node called String:SetString...see below image.













The example image above depicts values entering a Boolean node Math:less, either true or false output with the connecting action to trigger the node String:SetString. In each of the string node lies the edited material. 

In conclusion, I believe this technique is unique and has a number of advantages in applying to various possibilities within Crysis Sanbox2......I have showed you only one in this tutorial.

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